Website / forum development. Maintaining, posting, moderating, everything.
You don't need to do this on day one.
Business Transactions
Such as?
Marketing / Press Releases / Setting up for Funding Push
You can do some of this early, such a preparation of all this, but don't actually start doing it on day one, because that's way too early.
Finance
I thought you had no money. Finance what?
1. Going out to draw customers into the forum to start discussions about what the game should be like.
2. Polling those customers over, and over, and over until we've boiled down exactly what they're looking for.
You've mentioned this a few times, actually. I think this is a bad idea in general, and certainly not something you should be focused on doing so early in the project. There are, frankly, millions of people who have opinions about what a game "should be like" and most of them have no idea how terrible or impractical their ideas might be. You're going to waste a ton of time sorting through that feedback (as well as open yourself up to potential legal hot water; this is why most game studios trash unsolicited "game idea submission" mail without reading it or opening it -- I've seen this done in person several times). Besides, it's too early for that kind of polling even as a method of gauging the wind direction. You need to spend some time alone with your initial partners and develop a concrete game idea and some practical implementations. You shouldn't just go out there and announce you're making a game and ask what people want it in. That way lies madness.
I have anti-cheat system in mind that will pair with any of the major AAA anti-cheat engines and AAA games.
But you're not a programmer and have no technical background as far as I can see, so your ideas about anti-cheat systems are probably useless. Keep in mind that anti-cheat is a pretty trivial problem. The problem is not protecting against cheating, the problem is protecting against cheating while still having a game that is fun and feels good to play. These two are odds and often making a game feel fun and responsive involves making tradeoffs in security (for example, not validating every single client movement input, because the resulting latency is unacceptable; this is reasonably common in many MMOs).
If I can get the game going, the existing developers would get a profit share in the new business that would dwarf the initial game sales of the Survival game by several orders of magnitude. Example, in any FPS AAA game, the cheating is usually pretty rampant. Anywhere from 5-20% of the player base either has cheated, is cheating, or will cheat at some point. With this system I can get it down by ninety percent to 0.05% to 2% of the player base. The best part is, you can integrate it into any game that uses AAA anti-cheat. So this system could be in COD, BF, The Division, etc, etc, to provide customers an almost "cheat free" experience. It does require players to pay for the program and pay a monthly fee though.
There's a lot of pie-in-the-sky handwaving here that I think hurts your pitch more than it helps. I strongly advise you abandon this aspect of your pitch until you acquire yourself an engineering lead with the technical chops to reign this in to the realm of practical reality, if you actually try to recruit engineering talent with this you'll only be weakening your position.
Once it is released, it's literally so simple of a concept, you'll slap your head and say "jeez why didn't I think of that". Because of this secondary business I'll be 100% committed to the first one succeeding because without a "proof of concept" of this anti-cheat working in OUR game, there's no way any other AAA development team would even consider it. But if we can prove it works in OUR game, the sky is the limit. Every AAA anti-cheat and AAA developer can use our new anti-cheat.
If it's literally that simple, than people have already thought of it and already determined it's not practical for games. But good luck regardless. I think this is far more insane of a business plan than your initial game pitch, under the circumstances.