First some general observations:
It's obvious that you cannot please everyone in a Mud.
If you change anything that many players are complaining about, someone else will complain about the change, especially if it entails fixing something that was overpowered.
Balancing is a constant struggle, and generally not popular among the players, but nevertheless necessary.
And whether we have a large p-base or a small one - if something can be abused, you can be pretty sure that sooner or later someone will abuse it.
Now about the specific points:
1. Align
You might be right about the alignment issues, but being no coder I am not sure which skills/spells rely on it, so could you please be a bit more specific here?
What I do know is that some weapons and equipment are alignment based (for instance the swords Memory and Sorrow in Osten Ard), and I'm not about to change that, because it's based on and part of a Quest between good and Evil. So dependent on the path you choose in the Quest, there is one good and one evil sword. They are otherwise identical, and if you don't like the align restriction, just don't use the swords. There are plenty of other weapons available.
2. Grouping
I thought grouping already had been fixed, (apart from the caster bug that Prom mentioned and is being worked on).
Have you actually tried grouping lately, Toch?
Does anyone who has tried it got any comments to this?
3. GMs
My personal opinion is that GMs were overpowered before, and are now better balanced. Actually I was never a big fan of the GM system at all. I'd much rather have defined Classes that are significantly different from each other, each with their own GM skills. Obviously others don't share my opinion, and it seems most players prefer having a free choice between all available skills.
I'd like some more input from players and Staff on this.
As long as the system doesn't result in some players becoming so ridiculously 'uber' that they can kill anything in the game in 5 strokes, I guess I can live with it.
4. Heals
My own opinion is that heals still play a too big role in the game as it is. If your own cure spell does a better job, I think you should regard that as a good thing, especially since it also promotes grouping.
There are better heals available in the game than the ones sold in the shops, but you have to know which and where they are and collect them, which of course takes some effort.
At least in the old days, there were players who took a pride in figuring out those valuable secrets and use them to their own advantage. People also would plan their attacks carefully, bringing heals to the fighting area in advance, using pets and mounts to increase their own carrying capacity, using different strategies on different mobs, based on the weaknesses of the target...
Nowadays anything that needs an effort from the player seems to be a negative thing...
The biggest mobs in the three 'Uber zones', (Prehistoric Forest, Dark Planet and Dragon Caves) were never intended to be taken on by single players, the zones were put in as a challenge for large groups. Most old players remember the 'Dino runs' with some affection.
For various reasons, some players became so ridiculously overpowered that they could kill them single handed. I can understand that it might be frustrating that this is no longer possible, (especially to the ones that once had the ability), but to me this is just a balance issue that has been fixed.
5. Vamp skills
I am planning to look over the vampire subskills - and above all the quests to get them - since they are way too easily obtained as it is, and consequently shouldn't be too powerful. This is actually high on my todo list.
In that context I'll also look over the align problems, if you care to specify them a bit.
Until then - if you find these subskills useless, just don't use them.