Thank you so much for your feedback! 
Hope to see it also equally melt as time goes on. Shall be a fun mechanic
Sure, you will be able to test the weather effects (at least rain and snow) in the upcoming demo btw, at least via command 
but as long as this can be limited for each player as I can see some players just spamming that option and leaving stuff everywhere and slowing down severs ( maybe that can be done in options / server settings?).
We will definitely keep a close eye on performance. Placing thousands of items in the world will have an impact on performance for sure, especially when placing them in close proximity to each other. But on the one hand, server admins can disable this feature (or just enable it for certain players, depending on their permissions), on the other hand, players will be able to change the view distance for items (in most situations it's sufficient to have a rather low view distance for items, due to their small size).
But apart from that, only items that were explicitly placed in the world will be considered persistent. So if a player simply throws away some stuff, it will despawn (otherwise servers will literally sink in garbage over time) 
Fantasy Vs Realism... Is this referring to the aesthetics in the game, like having a car (realism) vs having a dragon (fantasy)?, or is it more mechanical realism, like hyper-realistic crafting? Thematically I prefer Fantasy, but it can also be low-fantasy (closer to realism)
Well, this is really just a general survey without going too much into detail. We just want to find out if our playerbase rather prefers realism or fantasy in general. The game will certainly always have stuff that could be considered as realism (cars, trains etc) and things that would be considered fantasy (monsters etc). Probably Rising World will neither turn into a hyper-realistic game (that would certainly kill the fun) nor into a pure fantasy game. However, we will probably set up more surveys in the future which will certainly go more into detail.
Also I second what Fizbit said about PvP. I don't mind fighting other players, but I hate having my hard work destroyed just because someone felt like being an asshole
I guess Rising World isn't really suitable as a pure PvP game (like Rust), although fighting other players *can* still be fun (depending on the main focus of the server). It's up to the server admins whether they want to enable PvP on their server or not. While PvP will still be possible in RW (just like it's already possible in the current Java version), this survey helps us to find out if we should focus on polishing the PvP mechanics^^
My only concern is using JSON for config files. JSON5 seems like a new standard and more ideal for personal-use config files wheras regular JSON is used for large-scale messaging between nodes.
Oh, we will only use JSON for permission files. The regular config file will still be a basic properties file, just like in the current version. The main reason for using JSON for permissions is that it can be easily parsed by the RCON tool. Since the RCON tool will have an easy-to-use permission editor, I guess most people won't change the permission files manually 
I am sorry, but I forgot to mention in my suggestions to have a "Blueprint Texture Editor"
We will definitely keep that in mind
We haven't started working on blueprints yet, but I agree it would be helpful to have more controls over blueprints in general.
I know we'll get new worlds and a there was some talk early on about our projects not being able to be ported over. Kind of bummed me out to be honest.
It's true that old worlds will no longer be compatible with the new version, but old blueprints will still be supported. This means you can blueprint your buildings in the old world and move them to the new version 