The anagram idea isn't bad actually. We discussed this internally, but so far nobody sees an imminent need to change the name / nobody had a better idea. It's not been shot down but there isn't a huge movement to change the name either.
Walljump; this is actually more like Quake 2's double jump, you know you basically jump towards a wall and jump again.
You can only jump once while in the air, ie only one additional "hop". Warsow is another comparison although movement in RMQ is generally less crazy than that. It is pretty hard to walljump higher than 256 units right now, at least I haven't managed to do that. It also has to be said that much the same can be achieved by other methods already in the game (lure an ogre or enforcer to where you want to jump, wait for a grenade and use that, for example).
This can be combined with Quake's physics / air control to sort of circle jump into the wall, then circle jump away from the wall to get some more reach. The height (and/or horizontal distance) you can get strongly depends on how good the player is - a veteran DM player or speedrunner will be able to walljump better than someone like me. :-)
Walljump is still being tweaked and tested, and it's possible that like other things, the effectiveness of walljump will be episode dependant (ie dependant on the player character's physis and weight, which might very obviously differ between e.g. an Enforcer in full gear and some other character). Walljump can also be disabled on certain surfaces.
Surfaces where you are encouraged to use walljump, or where walljump is impossible, should eventually be somewhat recognizable in the game. See the striped wall in the platform room. Same as with grapple points, these also usually look much the same as each other so there's no confusion where you can grapple. However walljump defaults to "always on" at the moment, although checking and fixing is still required to not allow too extreme shortcuts (ie walljumping straight to the exit, for example). Luckily all our maps are still in a development phase where they can adapt to stuff like this. There are little tricks such as overhangs, sloped walls, waterfalls (no walljumping out of water) etc. to limit walljumps.
As for the monster taunt sounds, it was actually the intention to make these somewhat rare (not quite an easter egg, but something you wouldn't hear very often - I mean how often do you get killed by an enforcer in this game? There are only a handful of base maps, anyway). I might make them rarer than they are now, perhaps. But this issue was indeed blown out of proportion.
As for being unorthodox and experimenting, the team overwhelmingly is in favour of that, no worries. Yes, there absolutely will be soda boxes and a lot more stuff that wasn't in original Quake. I don't think Quake had jeeps or helicopters

