I would like make a suggestion regarding an issue I think is very central to the appeal of a game like this (or what I'm assuming Kontor will be): Game-world size.
I consistently see gamers talking about the size of game worlds, and these discussions almost invariably focus on the desire for bigger and bigger game worlds. Gamers will compare the size of maps and overworlds and the number of cities in the game. They'll also discuss the number of units one can have in an army, generally implying that "bigger is better." This is, until they actually play these games and are, a. overwhelmed by the imbalance between this huge size and the required micromanagement, and b. disappointed in how sparse and lifeless these huge worlds are. Though not the same type of game, one example is Oblivion vs Morrowind. It seems as though fans of this series almost invariably prefer the rich detail of the smaller Morrowind world to the bland, lifeless world of Oblivion.
Then we come to The Guild and Kontor. One of the things I love about The Guild is what it's able to do with a very small game world. In fact, your entire game takes place in one or a few cities. Instead of seeming boring and limited, I find that this actually encourages me to "get to know" the city and appreciate when, for example, a certain part of the city seems to become "shady," with prostitutes and pickpockets hanging out there a lot. The little details (especially added in Ren) really help as well. Seeing people sit around on logs around a campfire, kids running around, dogs, cats, random people selling beer on the corner; this all makes for what I will refer to as a very "dense" setting.
Thus, in Kontor, I would like to see this approach continued and refined. I am basically suggesting that the developers not be tempted by the "bigger is better" mantra, and instead focus on crafting a rich, detailed, and "dense" game world. Indeed, I want to see the game world remain the same size as The Guild, and I wouldn't mind it being limited to one city even. The key is to have this city be alive and imbued with personality. I mentioned the prostitutes and thieves in The Guild. In Kontor, perhaps the Guards will patrol in a way that leaves certain alleyways prone to illicit behaviors, or perhaps a certain main street will become a prime walking path for richer citizens, making it an attractive place to open shops. A local well could become a favorite spot for children to play, or a bar on the outskirts of town could become an attractive spot for workers to drink; a small wooded area outside of town a place where gypsies and cultist practice their ancient rituals. Mind you, ALL of these things can happen in a very small game world, but they would make it extremely fun to watch and be part of.
Finally, I commend your work on TG2: Ren. in regard to adding ambiance (e.g., dogs, cats, donkey guy) and would like to see you add even more in Kontor. I want to be able to watch an alleyway for an hour and notice new things the entire time. That, perhaps, best sums up what I'm talking about with density: make an alleyway interesting enough to spend an hour watching... You'll have an awesome game world at that point.