@Staricide When we were setting up our design goals for that 80s horror MU we touched on almost everything you mentioned above.
1a) Peak time being outside of YOUR peak time. That's one of the reasons we went with Ares. It has a fantastic scene system that allows you to create a scene and pose at your leisure either on the game or from the web. Our beta test group is from all over the U.S. so when us folk in the E.T. are ready to RP the people over in California are generally still at work. So this allows us to "poke away" at scenes over the course of a day or two if we need to. You can also seamlessly transition from web, to game, back to web as needed using the scene system. It's really fantastic.
1b) Ares also gives a ton of features that allows you to stay connected to the game even when you can't be connected through an MU client. Through the web portal you have access to MU channels, mail, PMs, and jobs. For me it allows me to keep up with stuff during breaks at work and what not.
2A) One of my own issues with getting into new games is breaking through the "clique barrier" or slipping into RP with characters who already have a reason to be tight with one another. Now, I don't use clique in a negative term. It's natural for bonds to form between players and characters that have been on the game longer than you have. It can be frustrating, however, trying to find a way to ingratiate your character without feeling like you're horning in. As staff we felt it as our duty to create organic methods for new players to slip right in with established players.
A: We opted for a small/medium sized town for our setting. This gives everyone a chance to know everyone else or to have coincidental meetings that don't seem forced.
B: We are creating a lot of RP hubs that will encourage certain themes/character concepts(hospitals, PD, fire department, a high school) and locations for players to live and be immediate neighbors with other players(themed neighborhoods, apartment complexes, cul-de-sacs, etc).
RP Hooks. All characters are required to list a number of RP hooks that other players can see and maybe use as inspiration for a character or find out how their character may be able to interact with other characters.
3A) As for non-small talk scene access, we're hoping that the above points will help give people tools to naturally break that barrier. We're also a semi-sandbox game so if you have an idea(or see an idea posted on the forums) for a plot, have a few people who want to play that plot, then we give you the tools to run and manage that plot as you see fit(within reason of course).
Anyway, those are the design goals we used to combat the points you made above. Any other ideas of what we(or anyone who is creating a game) could do to help ease new players into an established game?