First, really glad that you are taking another look at the staff feature. I like the idea of being able to open/close them, which seems like it could be really helpful, but agree that we just as desperately need to be able to sort by the other tabs too.
Thank you too for working on the educator talks!
On the entrances for franchise, I hope that a future update will take another look at this as well and at least return it to how it was before -- where we could change the building pieces and rocks/foliage that surround the Spawners/Ticketgates/Paths, even if those specific elements need to remain for some reason. I fully understand if the initial halt was just a quick way to stop modification of any part in the short term to stop people from abusing the system. But we'd been able to adjust the other elements of the entrance design from the beginning, so it seems like the exploitations really had to do with the cost of spawners specifically, rather than the entire entrance building. If that's the issue, then perhaps just make it so that you don't get any money if you delete those initial four spawners?
I admit that I don't really understand what is meant by balancing the different modes, since there are so many different things that work differently in each of the different modes already. I haven't tried Challenge mode and have only finished some of the scenarios. I do know that Scenarios sometimes have certain capabilities turned off, at least in ones that are designed for training in a more linear fashion, so I guess I could understand if that was disabled until we got to a (future) scenario that has placing a second entrance as an explicit goal/challenge. And if Challenge mode wasn't able to do what Franchise could with the entrance building group before, I would fully support creating a balance to that by giving Challenge mode that ability now, instead of taking it away from the others.
But I think it would be a real shame if other modes start losing abilities that they had at the beginning, under the guise that sandbox is where full customization happens. Does wanting to delete or redesign an entrance really rise to the same level as wanting to play with unlimited money or turning off animal welfare, births, and even deaths? Those are decisions that players make about how we want to play, and they are things that we all consider whenever we start a new zoo project. (Just as wanting to trade online, or do a timed scenario, or follow a series of goals might motivate someone to play a different mode). But, at least to me, the placement of entrances and decisions on how to decorate them don't seem like they are really the same type of longterm, essential gameplay decision that someone should have to change modes to be able to do.