Thanks for your answer.
Sorry to say that each and every arguments of yours aren't in favor of an offline game mode, as for release1 remember:
It'd just show off the client, it's features, and help you with it.
The online one would, too. Plus the fact that you can interact with other newbies, keep your experience, and the few items for later on.
On the technical side, quick server updates would be possible without releasing another client, etc...
...we can't use the player's keyboard shortcuts in a server-side tutorial...
Yes, we could easily display current player's shorcuts, and even trigger them server-side.
For triggering, a simple trigger protocol would do.
For displaying in a text for instance, symbols could be used in the text given by the server, that
the client automatically transform into the correct shortcut sentence.
Many online games already do that.
Is this the only point in favor of a offline tutorial?
One future addition we've discussed is support for single-player(/limited multiplayer/etc) games that don't need the Internet. Likely using a reduced TMWServ running locally, yes, but managed by the client.
Anything you want but not for release1. <- Release a tutorial with the main components of a MMORPG, helping us to strengthen the basic components.
Let's reach core client generalization with support of adapted network code, before even speaking about this.
Don't be mistaken, I see where you want to go and it's a good wish, but let's stay pragmatic.
That's why it's definitely a No for me.