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How about you describe how you would set the system up to recognise the total griefer and discouraage them?
Such as creating tool closets that contain multiple sets of toolbox tools while restricting the number of toolboxes and toolbox accessability? This way, it is easier to accuire the tools, as you don't have to worry about finding an empty toolbox, and at the same time reduce toolbox greifing.
Or causing clotheslessness to have a greater impact, and make it obvious from the start.
Create more varied gameplay with routine random automatic malfunction such as an old pipe cracking, requiring the engine's cold loop to need to be disabled so that the damaged pipe can be replaced with a spare in better condition.
Toss in semi-random illness, at an average rate of one every 10-20 minutes, with very little consequence for the player, but still giving medical a real job.
Create more weapon types, and add "healing compounds" that can be created in the chem lab, only a randomly selected ~30% helpful, and ~40% toxic. This will cause a better interchange between toxins, chem, med, and bio, as they can develop a "miracle cure" with time, testing, effort, and coordination.
Make bomb making/testing less than half of the duties of toxins by giving them air filter junctions that take an air pipe in and split it left and right, where you can set what direction each air-substance goes. Place a single unit in atmospherics, requiring toxins to do more of the work to keep up with greater threats(toxins gets 2-3). Add 3-7 "RP substances" with unknown properties and compositions that can be analyzed and produced, with variances such as exceptional fuel, a co2 to oxygen catalyst, a healing rate reducer, an instant-rust comound, and other such interesting uses, but reqire activation conditions that reveal this effect or convert the substance. Say ~5 triggers such as heating, cooling, high-pressure, low-pressure, exposure to ~4 diffrent types of catalyst, exposure to various electric currents. One or two morph the substance, one or two activates it, one to three explodes it(weak explosion, unable to kill or damage enviroment, but would damage aparatus/catalyst and destroy sample), and the rest do nothing.
Add comets and asteroid mining: A magnetic asteroid capture unit that can draw in large meteortype objects and bring them close but not touching the staion where they can be mined for metals and ores that can be extracted into metal and glass sheets, as well as small portions oc certain substances such as the ones used in chemistry from certain ores. The occasional asteroid will contain crystals that can be processed into more exotic substances. Maybe these crystals can have steampunkish properties of extremely limited niche uses, such as naturally gathering/storing power(I played myst 4 recently. If you have, you know the crystals) or faintly producing heat.
Tools should break sometimes, and there should be a materials reprocessor that draws in large quantities of energy and reduces almost anything to it's component resources for use in the chem lab, processing into sheets, or used in an autolathe.
Any device should be constructable, but some of the more advanced ones should require extreme effort. It shoud be possible to create your own solar panels and control computers, and rotate solar panels by hand. There should be a voltmeter that can give clues to door wire functions(power and AI control should have constant power use, maybe others) though to counterbalance, there should be at least one more wire with a critical function.
The reliance on areas for advanced functions such as power distribution should be reduced, this can be seen in my personal recreation alpha where an APC sends power to everything connected(and it supports multiple APCs per net, splitting the load between them!), and the APCs draw power from a conduit network of much larger high-power conduits, that ould work perfectly as a link between generation, SMES, APC, and large machinery such as the materials reprocessor mentioned earlier.
Enough splatters on a window should make it opaque, if possible. There should be more splaterable substances than blood. Blood should contain the DNA of it's owner, though it will mingle and scramble somewhat if mixed with other bood on the same tile.
New arrivals should appear on an arrival station with shuttles departing every 30 seconds whenever players are waiting. Certain high-security areas should log what IDs are in there each minute. Each ID should only contain a name, job title, an access table, and a Unique Identifier string(can be tampered with great dificulty, probably a "randomize digit" interface like the current bio) and there should be a command database. Doors should send a request to the database if a player should be allowed access in higher access areas. Lower areas still use the card's permissions. This gives the captain the authority to allow the AI to edit the ID database, though it should be toggled to off initially.
All doors should be openable regardless of power state, but if teh bolts are down and the power is off, it may require cutting it open with a welder to open, and this should take at LEAST 10 seconds and log an alert to the AI and all security consoles if a camera is in view.
Revival from death should be more dificult and have conseqences regardless(such as no auto-heal, your broken leg stays broken, and if you have a severed artery, you will die again quite quickly), but it should be possible to revive recently(20 seconds or so) dead players with a defibrilatior, and prolong the true death delay with CPR.
Got any more ideas?
They should be implementable, though easily is not nessecery.
These could be the ultra-long term goals for BS12.