for everyone else, this is how drag and drop is going to work.
there are three levels dragability, the first level is undragable items, these will be the chunks, draging a chunk makes no sense cause there is no were for you to go with it. the second and probably most intuitive will be abstract data, abstract data is any collection of primitive data which exists in arrays, this will be things like your weapon points and your paths and stuff like that. abstract data will generally have the most drag and drop flexibility, as it will use DND primaraly as a means to allow hierarchy modification, for example moving (or copying) a (posably more than one) thruster point from one bank to another. abstract data will only be dragable if it makes sence for it to be, if there is no were to go with it you won't be able to drag it, for example you will be able to move the verts of a path, but not the paths themselves (reordering is a seperate operation from draging) because there is only one array with paths in it, this means some chunks will have nod draggable items at all, like specal points and eyes. the final catagory will be primitive data, this will be your ints and strings, the only thing you will be able to do with primitive data is overwriteing one primitive data's contents with another. for example, selecting the position vector of a thruster and draging it onto the position vector of a special point will move the specal point to the location of the thruster. this final catagory is the lowest priority and might not ever get done, but I't what I have in mind.