Hi,
Ok:
As far as the next release ( likely official release ) of Photon Bridge to PlayMaker, I am not sure when it will be out, since I am not in control of this unfortunately. As I said, it's all ready to be shipped really. Currently the beta version you have is suitable and features everything, the next release is really about editor wizard enhancements and an easier initial setup of Photon and PlayMaker.
Now, to answer your points:
1: Different spawn position is something outside Photon scope of features, it's up to you to decide where to spawn a GameObject really. There are numerous ways to go about this and it really depends on what you have in mind. Can you clarify and give maybe give a use case? Then I'll be in a better position to propose something useful.
2: Regards limited the number of players in a room, this is accessible in the "create room" action actually:
https://hutonggames.fogbugz.com/default.asp?W903You don't have to express yourself in terms of "rooms" in your games' interface or descriptions. "Rooms" is a technical terms, and you can use this room feature the way you want, it can become a chess party, where only two people can be playing, it can be a chat board, or a paint ball party with several players, your game can host numerous parties, and users can join the one they want. It is really about separating your players the way you need, if two players have to communicate somehow, then they should be in the same room, that's the basic meaning.
3: Removing chat, is simply a matter of deleting the related Fsms. Photon do not implement a chat by default, it's been built for the demo and many other chat variants are possible, tho all relying on the critical action "BroadCast Fsm Event":
https://hutonggames.fogbugz.com/default.asp?W9204: Same thing here, it's up to you how the character is shown on screen. Nothing hardcoded by Photon here. Typically, you will need a prefab for each different character, and all will pretty much need to implement the same principles that applies to the character demo, that is synchronising variables related to position, rotation, animation and possibly other features specifics to your game.
5: This is also something that you have create your self based on the building blocks available with Photon.
6: Killing a character is actually simply achieved by destroying the instantiate player. For this you will need to destroy the owner, all other network instances will follow naturally. But you need to really come up with a plan as to what happens when a character dies: does he leave the room, or is he still there, only not visible/active and some features can make it come back again. In this case, you will likely want a layer of abstraction between the presence of a user in a room and it's actual player, so that when dying the user do not leave the room.
Basically, it's all there for you to create the game and features you want, so maybe you should start independent threads on each of these features, and we'll try to get some more clues as to what should be done to achieve them. Here Playmaker and Photon do not have all these functionality built in, it's really important to understand that Photon and PlayMaker, just like Unity are providing building blocks for you to create your game features. All of what you describe is totally feasible, but very specific to your game, and it can't really be abstracted to something generic enough to become part of Photon, PlayMaker or Unity really. That's where your work starts and where the real deal comes in: to come up with features and a game that is unique.
Bye,
Jean