I don't know if this is any help, but I have been reading articles from http://www.gamasutra.com/ for many years.
I don't have a perfect set of tools from the beginning, but your list is covering most of the usual trouble for RUNNING the game. But have you found out what each part of the items stands for? How much have you made already? "Inventory Managment" sounds very heavy, but some games just need a simple "array" of objects. Takes an hour to program + some graphical intergration (if you have your GUI Management done already).
How to start planning
When I have developed games in my sparetime, I usually get an idea because another game lacks this function/option. Then I start up what ever development tool I am currently using and tries to see if I can make a prototype showing this idea. It's not always about fancy graphics, but most often it's more finding out how to solve a certain problem. Green and red boxes will help you most of the way, but else, use eg. Google Images and do a quick search for prototype graphics. But remember that these are probarbly copyrighted, so use them for internal test purposes + you can explain your graphicartists what type of game/graphic you want to make.
Secondly, you'll find that you need to find/build tools to build the "maps/missions/quests" too. Today many develop their own "object script" where they can easily add new content/path to a game.
Many of the ideas we (my friends and I) have been testing have started with a certain prototype of the interface, to see if its possible to generate that sort of screenoutput first. Then we build a quick'n'dirty map/leveleditor that can supply us with test maps.
No game logic at this point, still figuring out if the game-engine in general is running.
My first game-algoritme problem
Back when I was in my teens' I had a Commodore 64 and I was wondering, how do they sort 10 numbers in order, for a Highscore? It took me quite a while to find a "scalable" way of doing this, but I leared a lot about programming too.
The second problem I found
How do I make a tank/cannon fire a bullet in the correct direction when I fly my helicopter around the screen?
I sat down and draw fast sketches of the actual problem, looked at the bullet lines, tried some theories of my own and found out something that seemed to be working (by dividing and multplying positions etc.) later on in school I discoved this to be more or less Pythagoras. LOL!
Years and many game attemps later
I played "Dune" and the later C&C + the new game Warcraft (v1/v2) - I remember it started to annoyed me how the lame the AI worked. The path finding algoritmens were frustrating for the player, I thought. They moved in direction of target position and then found a wall, but if the way was to complex, the object just stopped. Argh!
So I first sat with large amounts of paper, then I tried to draw certains scenarious where an "object" (tank/ork/soldier) would go from A to B and then suddently there was a "structure" (building/other object) in the pathway - what then?
I learned about A-star pathfinding (after solving it first on my own in a similar way, then later reading about the reason for this working). A very "cpu heavy" way of finding a path, but I learned a lot from the process of "cracking this nut". These thoughts have helped me a lot developing other game algortimes over time.
So what I am saying is: I think you'll have to think more of:
- how is the game to be played?
- what does the user experience look like?
- Why would the user want to come back to the game?
- What requirments are needed? broadband? 19" monitor with 1280x1024?
- An RPG, yes - but will it be Multiuser or single? do we need a fast network/server setup or do we need to develop a strong AI for the NPCs?
And much more...
I am not sure this is what you asked for, but I hope you can use it somehow?