A) Auto save. Fucking awesome. I don't have to go into a game realizing I need to make a long commitment to reap any enjoyment out of it. I went through Infinite Undiscovery and the Last Remnant (last boss; yet to beat, blame it on not wanting to dedicate time into grinding at the moment) swifter than the half-completed Disc 4 of Lost Odyssey because I won't be disgruntled if I die and haven't had a chance to save all my progress, etc.
While auto-save doesn't make sense for every game, the spirit here that you cannot easily be wiped out and lose significant progress is definitely important. An example, I recently played Birth by Sleep. Now, since i was playing on Proud mode, random enemies did in fact have the ability to wipe me out... but if they did, the game gave me the option to 'Continue', which sets me at the entrance to whatever room I was in to try again. So functionally identical to autosave, except I guess i couldn't turn the game off if I wanted. Similarly, bosses also added a 'Retry' option, which took you straight to the start of the fight. This was important because, really, an auto-save or Continue was pointless; the last hard save point was at the end of the preceding room anyway, so Retry's function was skipping the intervening cutscenes and getting right back to the fight, so ultimately faster than an auto-save and better suited to the game (afterall, if you COULD save at teh start of the fight, the you wouldn't be able to go back and adjust your setup if you needed).
But yeah, being punishing on loss is silly. If you want to have it as an option for hard modes or whatever, and give whiny people their e-penis, sure, but don't punish the rest of us to cater to the e-penis base.
B) Multiplayer capability. Single player gaming is awesome, but multiplayer does at more immediacy (as far as dialog and company is concerned - I'd like to mention I am not including Mass Effect in this) for me. RPGs played to my imagination and loneliness during my childhood, but I am much more mobile and sociable these days.
Entirely disagree. If you want to make a dedicated multiplayer experience, do that, but if you're having a narrative-driven game to start with, don't just add multi-play because it's some sort of requirement of the modern age. All you're doing is consuming resources better spent on improving your story or refining your gameplay. Some games do manage to work on multiple levels (Pokémon for the easy example), but plenty more have some token multi-play aspects that aren't even useful or fun or worth looking at (Both handheld KH games, Suikoden Tierkreis, more that I don't have on the top of my head). So, basically, if you're not going to put thought into balancing it and making it a distinct aspect of the game from the outset, don't put in half baked co-op/competitive modes. Now, something that does work is having some tangible benefit to being out among other gamers without having it be gameplay oriented. Pokémon again works on this level too (trading!), but other games have integrated similar ideas, for example The World Ends with You or Dragon Quest IX, where you can walk around with the game in standby and get presents from other players, meaning you're rewarded for getting out and about without having to actually sit and play the game necessarily (although that has it's own benefits, as I recall).
C) Various non-linear sidequests. Not currently interested in progressing the storyline right now? Go ahead, do this quest that's half or less than half of the time you'd generally invest. (Shout out to Last Remnant~!!!)
Almost always a positive, but it must be noted that like above, if you're not satisfied with your primary content you should hold off on the sidequests.