1) Scale. Although you might think this one is easy to implement, this one scares us the most! I’m not a programmer, but I’ll try to communicate some of the reasons why this is difficult.
As I understand things, all of our assets are designed to be viewed and used at a specific scale; this also applies to things like LODs and other technical aspects that are beyond my expertise. What this more or less means is that any object that can look good at any scale is going to be a resource hog – it will slow down the rest of your game far more than it currently does. The more complex the object, the worse this effect gets! There are knock-on effects to game physics, performance and general code maintainability.
We are always looking for ways to improve our tools – the new Advanced Rotation and Movement options are likely going to increase player’s creativity in ways we haven’t imagined yet – and I hope that stresses to you how seriously we take this aspect of the game, but we don’t currently believe that Scale is a problem we can solve to our own high standards.
On a similar point, where there is a recognized need for objects at different scales, those are objects we can tailor make to those specific sizes – the new rocks in Alpha 2 are a good example of this, we saw how many players were making huge mountains out of rocks, so we added a huge and tiny rock to make this faster to build and more efficient to run.