I think having some sort of a modding bible would be handy, but who has the time? Plus we (modellers) argue half the time over techniques and whatnot

. To be honest, I learnt everything - the very principles- from scratch based on various titbits, so I'm not even qualified myself to write a tut, even though I've been here ages.
It'd be nice to have some form of documentation of SCP features though... or if there is one, one that's easy to actually find

Anyways, I second TM on the 'no command messages' box; it's a real pain losing both wingmen and command. Minelaying stuff also sounds promising

; perhaps the countermeasure code Phreaks' working on could be adapted.
Um, some of variable fog 'thickness' would be nice (i.e. not the nebula itself - although that'd also be neat - but just regular fogging effect); isn't there OGL or DirectX support for fogging that could be used? Particularly for any sort of atmospheric stuff.
To be honest, I can't think of a great deal of stuff I'd need myself. An update on the status of animation for subobjects, especially complex 'jointed' type things would be handy.
It might be nice to be able to manually set fov in FRED, too; perhaps for 'warp' like effects (ooh.... could we have fancy frame-blurring on the edges ala every racing game since Burnout - I forget the technical term - maybe for in subspace?), and also for missions with unusually sized player ships (I'm specifically thinking of that spacesuit, but also because FOV can screw up the visible cockpits if you're trying to, for example, line up a modelled HUD with the players HUD)
Oh, and has the thing with colliding problems for the visible cockpits been fixed?
What I'd really like, though, is that documentation. I keep losing track of SCP features, despite my best intentions, and it's hard to find any list of stuff. For example, I've had a nightmare trying to find the fields for glowpoints.