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I do not really know what counts as accessibilty features. How would a painter make an oil painting accessible to a blind person? Making a dexterity based game with hand eye coordination being "accessible" to someone impaired in those areas, how would that even work? It would be a new game. A text and dialoge centered game can have voice, but if the story happens in pictures, that's tough. I would say, making this "accessible" is not merely a feature, it is an adaption with editorial work. I know movies/tv shows that do have such an audio track with descriptions of the important visuals along with the dialoge.

Anyway, I like your list. Most of those should be in games for all people. It is quality of life features, not specialised accessibility features. But most of them can be used to make a game more accessible, if someone would prefer a setting not out of preference, but out of necessity. Like keybindings that require both hands. Or even simple things like wasd with index on f vs. wasd with index on d. All people want configuration choices for their input devices.

As said below, a lot of this could be done on engine level, so developers that use that engine do not need to implement it anew every time. Third party tools can only do so much, and while keybindings are trivial, a color blind mode is not.