Automate more menial things like eating when I'm hungry, sleeping when I'm tired (if I want), maybe even the whole exciting practice of crafting/uncrafting to grind skills
Eating, sleeping and other menial things are a pretty big part of the game right now, what with the whole "survival" thing, so I'm not sure if this is a good idea.
Huge hordes of creatures moving around outside player vicinity
I'm not sure what the actual significance of this would be. It seems like it'd be boring if the horde reduced everything to rubble, as zombies tend to do if they spend a few days inside the reality bubble, but if they didn't, what's actually changing? Wasn't there already an option to fake overmap hordes, where the "horde" just spawns a bunch of zombies if you get close?
Rework transhumanism so that mutations and bionics are more equal and have more interesting choices
"More interesting choices" sounds vaguely ominous to me, since the Dungeon Crawl Stone Soup devs tend to use it to mean nerfing things to the ground to make all the options equally not worth it. I guess it depends on implementation.
Let me have a proper power grid in my base instead of some hokey hack with a vehicle
Not really useful, since there aren't that many things you'd care about plugging into the power grid. There also isn't really a reason to have a non-mobile base. That would have to change first.
Improve the details and variety of monsters, so robots turn off when there's nobody around to fight, zombies hibernate int he winter, monsters mutate and evolve in phases more similar to the player, things like that.
This sounds neat.
Fix armour layering at long last, so armour can have weak spots and things, making it possible to have much more detailed and interesting equipment loadouts
You mean I'll finally be able to wear panties with stockings without an encumbrance penalty? Sign me the fuck up.
Continue working on "deeper" NPC interactions, allowing them to loot and explore on their own, and help me out in new ways
This sounds good too.
Make water take up a z-level so we can go under the sea (darling, it's better)
Swimming honestly sounds like a huge hassle, but maybe it'd be worth it if there was actually something interesting underwater.
Revamp laboratories to be more varied facilities of all sorts for more exploration, such as sprawling bunkers or weird alien habitats.
More map variety is always fun.
Make healing and injury more detailed, along with adding tons of interesting pharmaceuticals and the ability to stitch up your NPC's gaping scalp wound, or get cool scars.
Considering one of the last major changes was adding the chance of dying from infection even if you have antibiotics, I don't really trust you guys to make sensible design decisions in regards to this, but the concept sounds cool.
Overmap improvements: Allow different types of roads (eg railroads), multi-z-level roads (so your boat can go under a bridge), that kind of thing. Add biomes, starting with rural/urban/suburban biomes so that I can explore megacities or travel far from the horde.
Sure. Being able to actually visit the Greater Boston Metropolitan Area sounds great, if the map system was capable of supporting it.
Add skill proficiencies, gating specific subskills, like "sailing" as a proficiency of "driving". Helps to fix skill gain rates and also lets us include more things like neolithic knapping for people that want unlikely proficiencies.
Is this like that thing with being unable to fly helicopters without the helicopter pilot perk? I get what this supposed to achieve, but the system sounds really gamey. I guess I'd like to see more of an explanation for why this design is the best one, and what other alternatives have been considered.
Work out a system for exercise so I can get stronger over time (will probably come along with a new Endurance stat)
I'm not sure how I feel about this. I guess it'd make the simulation more complete, and I'm not opposed to it, but it's not something I've ever wanted while playing the game.