What about various workshop pages for the conversion of materials into objects, sometimes requiring tools.
The tools affect the time(shown by a javascripted timer) until it is completed, with a chance at creating an artifact...
The ability to set up basic AI(mostly the desired task when nothing is happening) to things like mining and producing from a dropdown box with 2 extras for material and object, each of them with an "anything" option.
Can carry 100+strength*10 units of weight or something...
I don't think that fully constructable stuff will work, but what about "sections" that can have up to one of each type of building(if multiple people can use a building at once) but have limited building spaces, while allowing various layers([N levels of]sky,surface,underground,deep,deeper,HFS,[unlimited seeded random]) so that you would end up with specialized industrial sections.
Also, 5 rooms would take up one building spot, traveling between sections would take 1 minute-(Speed ased modifier, no more than 30 seconds) and you start in your room, if you have one and haven't logged in in the past 5 hours but you get an option if you haven't logged in in(sections away*5 minutes) to start there anyway, although you can take temporary lodgings at the nearest baracks(houses any 25, no claiming, takes up one building spot)
I guess mines would take up building spots and would decrease productivity over use, but would have a minimal limit where it won't degrade past but would take much longer to gain one unit of resource and has a greatly reduced chance of finding desireable ores or gems..
Of course, a mine would take 5 or more building spaces, enough that you would get industrial sections mostly NEARBY to the mining sections but rarely in the same place, since very little industry would be able to fit after the mine has been added.
Stockpiles would take up building space nd store limited resources as well, so the best mine section would be an ore rich section with one mine(I would assume a mine takes up at LEAST half of the available building space), 1 or 2 baracks sleeping and the rest stockpiles fot the output.
Then there would be simple AI haulers that basically shift small quantities of resources between neighboring sections where an imbalance in compatible stockpiles is found.
Building above ground level(sky) would require a floor below or at least a support(a preconstructed pillar with OPTIONAL stairs), the floor must e constructed for each building space, limited to 1 more building space than you get underground, and mines can't be constructed above ground level.
On the other hand, some sort of simple powered lift that would act as AI haulers across several Z levels of sky to the first ground level below would be useful.
And finally: the interface.
It shouldn't need specific graphics, maybe a N*N grid of summary pictures/text links to the appropriate pages, and a text list of links underneath.
A personal room would be similar, with room features replacing constructed buildings.
A lack of food or water would reduce your ability to work, but not completely(skills/(level of hunger(0-5)+levels of thirst(0-5)+1)?)
Instead of death, you accuire injuries that affect appropriate skill use on a more extreme scale than hunger or thirst, but injuries can be slept off given enough time(up to 1 week). Sleeping reduces the injury level until it reaches NONE.
A ban would be a crippling head injury that prevents all activities except sleep or be moved by other players
but can be healed by appealing to the gods(moderators).