A) Tippy assumes custom craftable automatic spell reset traps can be used to remove all barriers to societal growth. This makes those traps that are not based off same magical device (spells) custom magic items and DM dependent.
Anything that can return more then you give will always become explotable. Unfortunately, being a simulation it will ALWAYS have room for explotation. I don't want to spam you, but my thesis on how the D&D universe is actually just a series of 5 foot cubes is a perfect example of that. Buy a toadfamiliar a set of 3' stilts and take enough Balance that he can automake his balance check, and the toad will have the high ground advantage on all attackers.
There will always be abuse in the margins, hense why the game REQUIRES the DM to exist. If the game was perfect, the players wouldn't need the DM. The game could run itself. That's the problem with Tippyverse. It assumes the DM ISN'T needed, when in fact, he's the FOUNDATION of the game. 3.5 made the DM as removed from needed as is possible, but he's still needed. 4th and 5th have been progressively dragging the game back to rest more and more heavily on the DM. Which for people who don't understand how the game works think is great, btu people who actually study the game and learn its inner workuings actually would understand its a great leap backwords.
Whil you can NEVER completely eliminate the need for the DM, reducing the burden on him is a noble goal that should be sought.
B) Catgirls die when vacuum tubes and antimatter are thought to exist in Greyhawk. Think of the catgirls.
No. Actually what this is called is HOUSE RULES. All house rules depend on the DM. There is nothing wrong with house rules. There are wrong DMs, however.
C) Evil outsiders don't pose enough of a systemic threat to such a society. **rollseyes**
Again, This is something that Depends on the DM and requires his time and attension. The strength and effectiveness of outsiders is not determined by the rules, but on the DM's view of those rules. They may, or may not be a threat. It comes down to the talent and skill on the DM.
D) Teleportation isn't that big a deal due to: forbiddance, wierdstones, dead magic planar breaches, and ...
It can be, and can't be, depending on how the DM views things. My viewpoint of the view of the flow of magic and the overall cosmology of my game makes abuse of teleportation a non-problem. I should show you my write up on a Post-Magical Crash society.
Now I'd like to ask what happens to RAW campaigns when you house rule:
E) No 9th level spells. You can't sneak teleportation circles or otherwise create portals. No wish economy or ice assassins. 0th-2nd, 3rd-5th, and 6th-8th spells are fine.
I often thought that the Tier system should have been applied from day one to all aspects of the game. For example, You could play a high magic campaign with all spells raiting 1 to 5. But if another DM wanted to make the players struggle more, he could deny players access to anything level 5 or 4. There are spells, feats, classes, equipment that could be abused at every level.
Imagine if everyone had to play a tier 3 class. It would be WORK to Min/Max, but because everyone would be on the same level field, it'd be fair. Balance is a subjective quality.
If the game had a built in tier system, then it would be much easier for players to make characters (you'd easily know what were the best powers) and make it easier for DMs (knowing what to watch, or flat out Ban.)
F) What if XP wasn't a river and spending x XP meant that you were always behind by x (maybe more with weighted averages on part ECL xp distribution)? Magic items would only slowly, but steadily build.
I cannot say. I would not mind seeing this play tested. I can say if you make magic items more of a penalty, what happens is your players become much more savvy about making customized equipment. I don't play with magic mart. I have magic items hard to come by. My players STILL bitch about how it took 6 levels to get a handy haversack in this last campaign. but BOY, once the Cleric/Wizard learned how to craft stuff, he made me PAY for it. They have the most munchkined set of equipment, customized, everything is reduced cost by alignment and class.
The result of what you propose will simply encourage a player to become the party armorer. Instead of it being a half-assed tack on to a Concept, someone will focus on making the BEST and most cost effective crafter the party can have.
Is that good or bad? I cannot say. It's just my experience.