There is probably at least one thing that each person who players want's that has nothing to do with the balance of the game. From more options for map makers, to more diverse scripting ability for those of us who like to tinker, to in menu binds for squad powers. Things that allow the expansion of parts of the game, weather or not they are used any time soon. Any of these would be low priority in the grand scheme of things, so that actual balance changes would take priority. For myself I would like to see: Allowing one research to complete another. Allowing one research to disable certain weapons, armours, engines or chassis. Allow researches to change any value in the scripts ("Script""name" "section""name" "value""#") Add actual changeable values for infantry grenades/mines in the scripts.(damage, radius, inertia, etc.) Add a "sticky" yes/no for all grenades(vehicle included) Add "radius" "weapon force" "weapon radius" "speed" to Mortar and RPG ("Turning Ability" for RPG as well) Add a "projectiles" to vehicle weapons (like "Bullets" in infantry weapons) Allow Vehicle weapons fire rate to go down to 0. Separate weapon characteristics into several variables(projectile type, recoil, slot type) Up the max amount of research items (128->250ish) Add a "Secondary fire" none/melee/scope to infantry guns Rename "infantry_resists", "infantry_stats" and add "health", "speed", "stamina", "stamina regen" and "slot 1(2,3,4) weapon" Add a "Affect buildings" and "cumulative" yes/no to bio weapons Allow "Projectile Spread" to affect homing missiles that are not locked(odd that it does affect locked missles...) Make engi tool "damage" be the decon amount Add the stats for turrets somewhere in the scripts (view range, damage, fire rate, track time, turning speed etc.) Add a "ammo replenish rate" to vehicle weapons and "ammo replenish amount" to all weapons Add a "automatic replenish rate"("ammo replenish amount" automatically restored per "automatic replenish rate" interval; essentially engi tool like replenishment as a possibility for all weapons/enableable with research) Add "cycle animation time" and "reload animation time" to allow speeding up or slowing down of reloading and the cycle animation(last mainly for rpg and mortar) Move skills to scripts(one can dreamove Is there any other "behind the scenes" changes that anyone else would like to see for 2.25 or later?