Just from the OP here, I know virtually nothing about the game. That's just a feature checklist, and that's not how P&P games should be described. That's akin to saying a videogame has "20 weapons" without saying whether it's an FPS or a JRPG or a point-and-click adventure.
What's important are
fundamentals. Is it heavy on the rules? Light? What kinds of rules (Okay, you said that it uses d10s, but that's not much)? What sort of thematic elements do those rules and the setting carry across? For that matter, what IS the setting? All we know is that it's "high fantasy", and there you might as well be saying "I'm selling bread, and the bread is sort of white and has crust".
The fact that you mention weird random stuff like a number of stone types (this content is really easy to make and says virtually nothing about the game) kind of says something about your priorities, to be honest. Nobody cares about number of spells, or weapons, or animals, or whatever. Well... it's not that it doesn't matter at all, but quantity isn't the most important thing, and that sort of content is usually added pretty easily to begin with.
What matters is how the system is designed, how good the setting/fluff is, whether or not it's interesting enough to fill its own niche within the genre, and so on. It's easy to say fluff isn't important, but if setting or theme is at all important, that stuff really helps to get players into the game. A few well-written bits of fluff can say more about the gameworld and its mood/setting/themes than even an extremely large amount of descriptive text, and is more effective at doing it.
One thing I'd like to ask, in all honesty: What does your game bring to the table that other available games don't? I'm not implying that there's no answer to this question; it's just a very important thing to ask.
@MrWiggles: The reason I talk up having a self contained game is because the mainstream games on the market right now are made by Wizards of the Coast and White Wolf. Those companies are all about churning out as many books as possible. If you don't believe me, please try to read something like Rokugan or Planescape from WotC, or Pimp: The Backhanding from WW (no, I'm serious.)
Planescape is a completely optional setting, and "Pimp: The Backhanding" is a complete joke game. I have no idea why you're even using that latter one as an example of anything; you're essentially complaining about a game they wrote that you can completely ignore to no ill effect (no effect at all, really).
Furthermore, were you me, you wouldn't be proud of about 2000 pages of notes? You wouldn't be proud of making something from nothing? Sure, I may not be the most humble person in the world, but this is the internet: if I'm not at least a little brash and loud, no one's going to hear me.
Being brash and loud on the Internet is the best way to set yourself for disaster or even commit social suicide if what you wind up bringing to the table does not meet your own self-generated hype.
Lots of notes are good, but that's just a number. That's quantity. If you think quantity is a decent metric of anything (see my prior comments), check out F.A.T.A.L. (seriously,
don't check out F.A.T.A.L.) as an example why not.