Great ideas, a few of which already are implemented (you just don't know about them as the help files might be missing):
-A self-drawing overview map and a quest log
This is available on the web site at http://worldviewer.atrinik.org/
As for a quest log, that's the "q" key in-game -- it keeps track of both open and completed quests.
-A way to see status ailments(disease, poison,...)
Not quite certain what you mean by this?
-A way to see Atrinik's time(dawn, day, evening, night)
This is implemented with the /time command, I think ... the connection to the main server is down again so I can't check to be certain right now.
-A better skill's XP distribution. For now, i think that's not logic at all. 2 examples:
a) X fights a mob with his sword and kill it with 1 damage dealing spell/prayer => all XP to the spell, thus favorising exploits
b) Y pulls a mob with her crossbow, fights it with her dagger and use a prayer to recover HPs during the fight => heal and ranged attacks will never raise, thus lowering strategic capacities
I think it would be better to get a % of XP depending on skill's use during the fight. By example (with easy numbers):X gives 9 sword hit and 1 spell hit: slash receives 90% of the XP it should get and spell receives 10%
During a fight, there would be a counter which would list how much times skills are used. At XP calculation, it would calculate (number of times the skill was used * 100)/(total number of times all skills were used) like (9 slash * 100)/10 total skill use in the earlier example
This is in the works, and the developers are discussing among themselves the best way to implement xp being distributed to more than one skill, and the cap on how many skills can earn XP simultaneously (2, 3, 4).
All of your other suggestions are great -- I love them!
Thanks for writing this and for playing -- hope to see you back in-game soon!