They are high standards, but not so high that they aren't possible to meet. I may be biased, though, because I agree with all of these points... but the fact remains that the most successful games I've seen have mods that are like this. And I've modded a few times, and haven't always been able to meet those standards. But the best experience I had, when the game was most successful, I was doing these things.
I think it's also important for a mod to be approachable, and sometimes in order to be approachable you have to learn to approach others. If you make sure you're talking to players OOC as well as interacting with their characters, they'll be more comfortable coming to you with any concerns they have.
I'm a little reluctant to add this, but I've seen it happen in a lot of games where once the mod loses enthusiasm the game dies. If you have a CDJ, I think it's a really bad idea to talk about the trouble you're having getting into a game you're running. If your players think you're not into it, they'll lose interest too. Sometimes that means you have to fake it 'til you feel it. And that doesn't mean you can't sometimes vent to one or two people you trust, but you have to be careful.
That said, accept help if it's offered. People love things more if they've contributed to them - if someone wants to make a birthday list or some kind of chart, let them. Especially if, like me, you hate making charts. Thank them. Show them they're appreciated and trusted. This also means being flexible when they have good plot ideas and sometimes trying to make those ideas more important to the game as a whole. Help with plot is wonderful if you're trying to run a plotty game, and if you use player-suggested plot they're more likely to interact with it. And if no one's interacting with plot, the plot's obviously not working.