I wouldn't consider emotes a pressing issue.
I had implemented a custom movement system back in the day. Different modes:
* Regular Movement (i.e. the way you normally move, which includes pathfinding in narrow areas)
* Drunk Movement (i.e. directional controls change at random)
* Opposite Boots (i.e. item that lets you walk backwards)
* Gravity Boots (i.e. item that lets you walk slower)
* Horses (i.e. think of current horses)
* Gravity (i.e. platformer style levels)
* Whirlpools
* Fish movement
Most of those movement types were the same as movement types before the custom movement system, but eliminated bugs. The exceptions were fish movement (i.e. you'd get to play as a fish... which was a reimagining of the original fighting fish), and whirpool movement (i.e. you'd be getting sucked in circles into a whirlpool).
An additional feature was to prevent players from blocking off areas by considering them not-blocking if they were within 2-3 tiles (32-48px) of any other thing considered to cause blockage. It looks like that logic caught on.
The hammer, fishing rod and lifting gloves are the most obvious weapons to release. (I LOATHE the graphics for the gloves). Mostly, I'm a bit disappointed with the lack of dungeons, though the trade quest has been interesting. I wouldn't want to see the hammer or lifting gloves released outside of a dungeon quest. Ideally they'd need to be used strategically inside the quest where they're found, and hopefully quests thereafter.