1) I honestly cannot answer right now. If I did, I'd say yes, but the 'ooooh, shiny!' effect is still there
2) In it's current state, I'd have to give it a 7/10
3) SP was a lot of fun, and while I understand that's where the money is, I've only played the SP to pass the time. I fully expected and wanted to have a decently functioning MP out-of-the-box. Not talking bugs, they happen, thats what patches are for. But some of the idea's in mp appear contradictory. We have the new tourney system, a good idea and arguebly (sp?) geared towards competitive play. So why nerf the weapons by making splash damage do more damage than a direct hit? My guess is thats to make it easier for n00b's and help level the playing field for all, but since improvement then makes you actually do worse in a game ... just seems to fly in the face of the competiveness, and is in my opinion a really stupid idea. I'm not personally into the whole competive side of things, I play purely for fun, but that just seems to me like soccer, but goals are scored by missing the goal.
The models look fantastic, but since playing online, I've found it easier to see my opponent when they have the invis pu since they blend into the background otherwise. I'd like to see the skins colouring altered, or at least force models and some proper team skins. Not saying we should have blue and red (although that would work), but nothing stopping Raven from adding in some bright orange and bright green skins. With force model and perhaps enemy model that would do a lot for the game.
The no strafe jumping on curved stairs is plain stupid.
While I expected low framerates (it was the same with both previous Quakes, was a year or more before hardware caught up) in both of those previous Quakes, you could actually scale back the graphics to compensate and get acceptable frame rates. No route exists for this in Quake 4, and I don't understand why. It could have been coded in easily enough, Quake 3 had vertex lighting, surely something could have been done for Q4?
Having the 60fps cap seems pointless, especially since removing said cap can be achieved without putting game physics out of sync. Everybody is different, and despite some folks saying otherwise, 60fps at 75Hz+ can still be a strain on the eyes in a game in which fast movement and reaction speed are pretty much a given. Coupled with the currently low frame rates and it does on occasion give me a headache after a short while.
The sound ... I think I'll reserve judgement on this. No-one would expect to play this on low end hardware, although with the advances in onboard sound, the need for a seperate sound card has been diminshed greatly. Apparently tho, if you want to have good positional sound in Quake 4, you will need a decent sound card that supports OpenAL. My HD onboard audio doesn't. Not going to knock Q4 for that one, since I would never expect to play with onboard video either, but I've not heard Q4 with an Audigy or something like that; for all I know, positioning by sound might be just as bad

I've no idea if having half of the variables locked down is simply a mistake or by design, but half the enjoyment for me in previous Quakes was being able to tweak the game. All those commands being preceded by '_' not functioning in via script hampers that for me personally, and I know a lot of others feel the same way.
I've no idea if this is true or not, but I hear that in D3, server downloads (or at least the redirects to get the missing file/s from a server specified link) were 'fixed'. While this seems at first like a bug (which I've tried to avoid listing), and you can have the server point clients to a URL to grab files, the D3 approach (serverDownloads "2") appears to be only half implemented. Also appears (tho I would like to be told I'm wrong about this) that clients must have the same files as the server, even if those files are not in use. Both of those will greatly hamper the community in regards to getting mods and maps accepted.
I love the idea of the teleports and jump/ramp pads reacting with projectiles. I don't think they've been best shown off as gameplay aid with the current maps (and yes, I too have to wonder who thought making Xearo Gravity would be a good idea

) and I'm really looking forward to this aspect of play being further enhanced by the community of mappers.
The whole crouch sliding thing makes gameplay more interesting too, and adds another perspective to play. Not sure if that was a bug or a hidden feature, but if it is a bug, leave it in
My own personal worry is that none of the negative points will be addressed, either at all or quickly enough. I'd like to see Raven make a statement about what, if anything they will be doing, with perhaps some sort of time frame (if possible). Because when the 'oooh, shiny' effect wears off, I do have to wonder how many will keep playing, and I DO want them to keep playing. Question is, does Raven?