Not knowing how you've done things, it's difficult to say whether a change would require small or great effort: the only one I might suggest that I'd think might be relatively easy is having the building-block index selection in the body parts menu display the name of the building block.
If you're taking suggestions for non-trivial modifications to the editor, I'd like to suggest the following, and even if you're not, I intend to suggest them anyway, so nerr:
When creating a new material, some default values for various material types, selectable from a list, could speed up the process. Also, it might be possible to algorythmically determine the values for the liquid and gaseous states once the solid has been entered, and likewise, determine the solid and gaseous states from entered liquid statistics, and so on.
The ability to rename the building blocks might be useful, as an arbitrarily large number of "custom building block"s could become somewhat difficult to manage.
If possible, some kind of checking system built into the editor to test whether a motif or whatever will function correctly would be useful. It'd only need to have simple errors: "Body part 4 (Central Eye) has no tissue type.." or whatever.
More ambitiously, perchance something akin to the 'wizards' used in some Windows applications, essentially a system of dialogs and menus that takes a user step-by-step through the processes needed to create a new motif, creature or similar thing.
Even more ambitiously and perhaps impossibly, some kind of preview integrated into the editor so you can see what a creature will look like without having to switch to the main game?
Anyway, that's enough suggesting... I'm going to try and get something out of the editor by the Pure Intiuitive method. Ciao.
[ July 22, 2002: Message edited by: Harlander ]