TL;DR; Ideas are cool, but if you wanna have some meat behind them, let's dig into the core "backend" of the ideas.
Not gonna rag on your # of hours, as that's not really something worth discussing. Hours aren't necessarily a reflection of skill, or knowledge. Plenty of college student programmers I know are better than some "I've done COBOL for life" developers.
Melee is interesting because we already have a "melee" type weapon - the blowtorch. and it's not really used if at all as a weapon. Very rarely do I see people instinctively use it as a weapon. Most often if they're attacking a person using the blowtorch, it's purely for comic relief.
Understandable, this has long been a suggestion by people to have a criminal counter to stunning.
Problem is, this game has poor optimization for particle effects. So smoke, which has a lot of particle effects... and I do mean a lot, this would be harmful to performance, and let alone significantly change the way the game is played. (not to mention, you can easily shoot through grenade smoke as is, and it doesn't affect visibility much. The UI still changes your crosshair to red, and enemy names still show up. A smoke grenade with the way the game works, would merely be a distraction - which isn't necessarily a bad thing, but would be used as a false sense of cover. This is similar to vehicles sometimes being a false sense of cover because some people don't realize you can be shot from underneath them.
The problem with PvE - The game was never designed for it. The AI is so basic and simple, that they can't be significantly changed without changing the whole of the game's premise for PvE.
I do think it'd be nice to have some sort of PvE elements, especially for missions that take much too long to get opposition for, but alas, this would be very, very, very difficult. Take for example GTA V- the AI in the game, when you push their cars off course, or kill the AI around them, they all respond, and modify their behavior. While it's predictable and known the effects, they're not 100% the same across the board, some AI will fight back if you punch them.
In APB, the Ai will be stuck if their car is taken off course, and will end up just sitting stationary until players leave the area allowing the car to despawn. There's no fancy routes for the vehicles in the game either, they all enter, and leave.
This is a problem not because of bad design, but because it wasn't intended to be the focus of the game at release. Early on in development, I believe RTW did have plans to have better AI, however, this didnt' happen, and the game itself will likely suffer if a "half-assed" implementation of NPC's is added.
If I remember correctly, Matt Scott has said that they'd like to add in Midtown, and utilize new assets, however, this won't be until the population grows.
Now this is something I've personally thought of, and would like to see, though I don't believe we need the buildings to go up in the sky scrapers to the top floor, maybe 3 stories, (4 isn't bad but that could be getting close to too big - Asylum is ~5 or 6 stories, but spread out over more space) Ideally, only a few buildings are given interiors, and maybe a few corridors in some buildings to take you through them. Though, this would require more map knowledge, and either new missions to take advantage of these areas, or modifying current missions to have some take you towards these new play areas.
Hope I don't get martyred here, but I like how most of the vehicles handle in the game. Most issues for me arose from latency or packet loss with driving issues. Though, some vehicles probably could be fixed (like I think the Jericho oversteers a tad too much - while the Bishada, and the Growl don't) The Cisco also has some oversteer when you're taking it around Financial's grid-type corners.
The Seiyo, when compared to the Pioneer, suffers from being front wheel drive.
The Morai (originally an All-Wheel Drive vehicle, was shunted to being only Rear Wheel Drive) and that destroyed the ability to reverse the car at a reasonable speed) should have something changed about it's torque for reverse, or restore it's AWD characteristic.
The Vegas as some think, has too much armor for it's speed, or vice versa. (It is styled like that of a late 60's, early 70's coupe) Believe it or not, the '70 Dodge Challenger is slower 0-60 than a Nissan Cube. I think the Vegas should be slightly slower than the Jericho and the Bishada, as those two vehicles are much newer and typically faster and quicker than the older muscle cars.
This definitely would be a nice quality of life improvement, but I'd rather see them allocate time and energy to other quality of life improvements. It's not necessarily something that would change the gameplay, or the game itself. I don't believe that this would be something to focus time on creating. Unnecessary changes to a game increase complexity of the code base, and the design. Increased complexity result in more potential for bugs, flaws, and issues to arise.
I believe that some of the other emotes resulted in facial changes, though I might be wrong. I know I've seen my character have different facial expressions during emote actions.
Many changes are controversial to games, as not everyone may want them. Just do some research on what you want, the game's meta, how the game performs, and weigh that with the benefits. Certainly sometimes you'll get good ideas to go through, even if some players don't want them. Definitely, some of these would be cool, but that doesn't mean they need, or should, be added. Try to reason through with these, and explain the core, and fundamental, principles behind your ideas.
alas, I won't call you a **** *** *****, but thanks for reading a long patootie reply.