actually still have to read all threads, so some suggestions may have been already posted, btw, here we are:
1. change the way the color of the glows is determined, i.e make the color "user defined", maybe at tables level, instead of being related to the species
2.generic improovments of the moddability, by adding as many hard coded variables as possible to the variables that can be defined with table editing, in my case i'd like some improovments in the physic engine modability
3.correct the weapon.tbl bug (the crash that occurs if you don't create a new pilot...simply because it happens to some unfourtunately ppl to have fs2 crash even when you create a new pilot)
4.multiplayer enhancements, about quality of netcode, stability of mods (new ships, missions, weapons) when played multiplayer (something has already be done i know) and higher number of players than 12
5.nebulaes: possibility to have "limited" nebulas, so you can fly inside and outside a nebula...this may let mission designer to create interesting strategic missions and let pilots during multiplayer sessions to have new strategic situations and solutions
6.improove the max number of subojects ... more than 99
and not only to have my personal overdetailed deathstar:), but simply because in oversized ships (superstardestroyers, some installations and so long) the 99 limit is too low to cover all the turrets, shiled generators, radars etc..
7.this is a dream, and i don't know if it may be done or not:
i'd like to have planets in game, but not like now, i mean the ability to fly from space to atmosphere of a planet, arrive at the surface, and maybe land, or fight over a semirealistic landscape.
this means a lot of textures and shapes (mountains, cityes and so long) over vaste areas. maybe this can be a way to have this: unlimited subobjects per model, possibility to set distances of the lods specific for any subobjects, in order to have for planets and big ships not all the model rendered with subobjects at the same time when close, but only subobjects that are in the visual range. Alternative solution may be to have all the landscape elements as individual pofs, or to have the engine autoswitching between the lods of a pof for the areas of the model out of the defined range ....mmm ... i don't know, i'm just trying to figure a possible way to have only details in the visual range rendered at a defined moment