I don't have a list of what I've said these many months, but I think I said that I would be focusing on it next if I was hurting for donations, and I also said during the Bay 12 get-together in April that I might be doing parts of it (like expandable views and tile support for items/terrain) as a sort of humanitarian action even if the donations are fine. Although I'm still treading water more or less on donations, I'm not yet hurting, meaning that I haven't liquidated the meager funds I saved while working the math job. The current idea is to work in some of the things that need to be done as I'm working on other things, at an unspecified ratio. This makes it a very vague current idea, but that's what I'm working with.
1 - Yes, graphics support for items, terrain and so on, and it's not possible at the moment to attain a separation from the text for anything aside from creatures.
2 - DF uses 24bit color (32 if you count alpha, which is supported by what's there, but not used), but you can only get at that through the creature bmps right now (though you can specify the core 16 colors in the init up to 24bit). As more support is added, we'll figure out what we want to use the alpha channel for (smoke, miasma etc.).
3 - For the whole presentation arc? Whatever people complain about the most. The more specific people are the better. There are many prior posts/emails on the matter that are fairly specific, though oftentimes the solutions presented aren't really practical (or solutions aren't even considered). In addition, the more specific the solutions get, the more nailed down the game itself has to be (and it isn't), so there's a bit of a problem, though clearly a robust framework can handle most of what's thrown at it (but not everything, especially as new features oversaturate the current screen real estate, requiring a revision).
4 - Sure. You can already use the mouse on many of the new screens, but the main screen isn't one of them of course (aside from designations). Again, the more specific people are the better, keeping in mind the overall context. I find some of the suggestions about real-time hover sort of impractical, for example, since the critters move on a grid and there are lots of them.