I thought I'd make a thread in which I pointed out some neat changes and features that have been implemented over the last few months, that I think may have escaped some people's notice.
Multipart turrets now work on ship sides and angles, not just top and bottom. This is awesome and needs to be used more! Big thanks to KeldorKatarn.
Ships.tbl has a new entry,
$Autoaim FOV. This is a neat feature -- within that FOV, guns will autoaim. This can be used to make Starlancer style blindfire. I would guess that very small values could be used to simulate something like autoconvergence; worth a try. Also thanks to KeldorKatarn.
Set-object-speed-z (and x and y) sexps work properly for both objective and subjective directions now. Because of the way the default physics works, the subjective Z direction doesn't work (or rather, works but instantly goes back to 0) unless you set the
use_newtonian_dampening ai_profiles flag. Lots of interesting things can be simulated with these sexps, like carrier catapult launches, and all sorts of crazy cutscene effects.

The lead indicator now works for slower dumbfire secondaries. It also works with the
use_additive_weapon_velocity ai_profiles flag, which looks really cool. Before, it was only using the speed of your selected
primary no matter what. (I implemented this one early April so you'll need a build made after that.)
And that's just off the top of my head! Granted, this is just still I've been involved with. There's been lots of other things, and fixes and optimizations too, of course. Other developers are welcome to chime in here to highlight other changes they think people should be 'reminded' about
