The same writer, Lowell Francis also wrote this.
A fair amount of both lists strike me as common issues (we all want combat to go relatively quickly with little need for a lot of book checks, etc.) and some of it is a well-stated preference (called shots, for example - in a really abstracted combat system they might not be possible in order to make combat smooth, etc.). A few of the items made me pause (why should reloading be a free action? It isn't in Real Life and can be a simple mechanic to offset the advantages of big guns). And others (describing wounds, number of opponents, etc.) are just, well, about the GM and the game and the setting and the adventure and such so....
But a couple of them caught my eye. On the 'Player' list numbers 12
'everyone should have someone to fight'15
'If I'm a magic user, I should be able to dish out damage relatively equivalent to a fighter. Some of those effects will probably be not measured in damage, but in my ability to debuff or disable. I accept that the flexibility of magic means a slight trade off, but I should not be significantly behind other characters. If magic costs mana, I shouldn't tap out in a fight unless I've really pushed myself'28
'I should feel all players have equal opportunities'And from the 'GM list, number 2
'Every player should have something to do in the combat'