Rory: We can't tell you system requirements yet for the simple reason that we aren't at a final beta stage yet. We're still working on things that have a direct impact on CPU use and memory management. Once we are done with all that and can be sure that we're giving accurate information, we'll share system requirements, and will be sure to publicize that along with the release itself.
CJ: Yep, plenty of side quests—well over two dozen, and I'm probably not done writing new ones... We want to encourage players to explore as much as possible, and we've done that in a few ways—one of which is ensuring that you never know when you'll find a curious item or location that triggers a side quest, or follow a conversation with someone that unlocks a new quest. Some of these quests are dynamic as well—meaning certain quests are only available once other quests have been finished, or based on decisions you make in other quests, or affect the game world in some way once you finish them.
Muhammad: Are you asking about how the inclusion of bonus items will be implemented? If so, you'll have to wait until you get the game to find out (which is my way of saying I haven't quite decided yet, haha...) We're probably going to implement some sort of fetch quest or other requirements to unlock them though, just because many of the items in the bonus pack would be ridiculously overpowered if you have them in your inventory right from the beginning. Or we may just put some stat/level requirements on some of the more beefy items. Haven't decided yet.
As for tracks on the soundtrack, there are 14. Had some ideas for several others but we simply ran out of money. Maybe the soundtrack will sell well enough that someday we can do a "Volume 2"—who knows?