therahedwig: while not a bad idea, it would most probably end ind this scenario: "modders" start to release their own interfaces, and soon one or two will become dominant and the others get discontinued. One year down the line, there are two UI packs and everyone is dependent on their creators, Modder A and Modder B. Whenever Toady releases a new game version, there are hundreds of people lobbying A and B to release an update.... A and B eventually burn out, and since no one else bothered to keep niché UI packs updated, players suddenly have to go back to the default game...
...which of course has as user unfriendly UI as ever, and for most of the audience it remains unplayable without external tools.
Basically, what I'm saying is that I think usability should go before customisability, not the other way around.
EDIT: But I don't mean to argue about it because don't think it really matters for the purposes of this thread. The goal is to gather some ideas and suggestions for a better interface, whether it'll be coded by Toady or my modders.
That's why I said that'll only work if it's well-designed.
A well designed system would think ahead about future implements, and WON'T break whenever a new item is added.
So that, if such a system is made in 0.4, then interfaces made with it should still work in 1.0 and backwards.
Ideally the program would check if it recognises the commands, and if not just removes them. If new items are missing, it'll try to add them with default configuration, as long as the default configuration doesn't clash with the existing customised configuration(And then, ideally, the game would try to modify the configuration till it doesn't clash). Finally, the configurations should be able to be edited both in-game and out-game. This way, it'll be the domain of the people who
play the game, instead of people who
mod the game.
Come to think fo it, when doing this, it might also be best to consider 'protected' interface, like, for example the interface configuration menus themselves. Afterall, you wouldn't want to lock someone out of reaching those. So it's best that those kind of things can't be edited.
This way people won't have to wait for updated versions, they just can go into the game, think to themselves 'I don't like how the new interface items are placed' then just hit whatever key is hardcoded into opening the interface config menu, and edits it themselves.
So in the end it's usability makes customisabillity inceases usability.
My main reasoning with why this would work is similar to my inspiration(image editing software)'s reasoning: because hugely different players play DF differently. One is a trapsperson, the other a militarist, the next one a pacifist, a butcher, an architect... Each of them would have a different ideal interface and should be able to atain one by themselves without much knowledge.