1 ) A back-up engine, sort of like the prototype engine, except that the hardware will break after X amount of time? (Would help when engineers are lazy/don't know what they are doing, or you decide to load the engine the "correct" way (you hook up the plasma and o2 instead of launching it))
I don't honestly see the point of making a third engine. If the main engine breaks or is unusable, or even not, people always go for the prototype engine. If anything truly cataclysmic happens to both engines, chances are the shuttle was already called.
And ultimately, I don't like the idea that it's supposed to intentionally
break after use. That not only defeats the purpose of the "backup" aspect of a backup engine, but would only make it even more worthless and unused.
2 ) More power storage units, or backup power storage units that start off X% full but must be toggled to output?
I would only do that if the general playing population agreed with it. Everyone seemed to disagree on how many/where to place/if there even should be extra emergency internals on the station, and I can only imagine the arguments on the extra power those SMESs would add.
4 ) Fix engines extreme heat problems... I don't like walking into engine room after it's been started and everything is fine, and then I walk onto the heating loop pipe and insta-die. (although it may be hilarious, it isn't fun)
I added heat suits and internals in the engine room for a reason, so you should probably make use of them for now. There's nothing I can do, although I tried to keep the pipe clutter to a minimum to make it less likely to fry you when crossing the room or trying to access the generator.
5 ) Connect toxins to the rest of the stations power grid! It sucks when no-one sets up the solar arrays at toxins (the only source of power i think) and toxins go dark after 5 minutes of game play! If I am playing a toxins researcher I always have to have my character minor in engineering/station repair so i can hook up toxins to the rest of the grid. This would also take the least amount of time to fix! It's just laying down some wires when you next map something!
I could easily scrap or redesign the Toxins generator room, since the idea of Toxins being a separate "mini-station" has kind of been scrapped, in implementation.
7 ) Make A.I.'s power storage unit be automatically charging, and have it take precedence over every other power unit if there is an A.I.. It really sucks when half way through the game the A.I. dies because it either didn't set up its power storage unit, or the generator wasn't making enough power for all the units.
I could probably add another SMES or two, but trying to connect solar panels to the AI would be a pain as it is all but completely surrounded by other structures. Alternatively, I could hook up the AI to the main grid itself, but that would also connect the AI SMES to it, so while it would be able to supply the AI if it's cut off from the grid, a power failure would only result in the station using the AI's juice.
9 ) Get rid of the plasma leak in the teleporter room, please? It's really annoying when someone just decides to open the teleporter room up, and someone else runs through with a welder or something. It kills the game, especially when the shuttle is coming and it traps half/all the crew.
That's been gone for a while, now.
10 ) Move the prototype engine to inside the station, but make it have like 4 sets of doors and have them bolted with A.I. control off (or in other words make it hard to get to, or make it not completed all the way (walls missing and floor tiles and wires and such)). I think it is really ridiculous that an engine that far from the station can be supported by a small pathway of tiles. An engine is supposed to be heavy (or since space is weightless, it would have a lot of mass) and that really wouldn't work.
There is no friggin' room to put the entire prototype engine anywhere in the station, to be honest. I struggle with keeping the things we already have fit, and I ultimately just want to scrap it and create a new map without all the clutter.
Besides that, there's no reason that the proto engine can't be supported by a walkway, especially if it were synchronized with the station (or if the station is stationary). And I like that the engine is separate from the station itself, giving it a half-completed, unintegrated "pet project" that the engineers have been putting together in their spare time.