The reason why I wanted to suggest these is because simply using private variables for what we have now with the sprites doesn't really do the job. It counts down a variable each cycle instead of counting when the values per second.
For say right now, each cycle deducts .5 from a variable instead of deducting .5 a second from a variable.
We already know that the properties in the objects section already syncs to the timer.
So basically using value * TimeDelta is simply not the solution for those who want a pixel perfect gameplay with no random variations, especially if we want to have enemies to do some rapid fire rate shooting.
So the followig that I want to suggest is:
Private variables with different types to determine if we went to have this private var to be counting(subtracting/adding per cycle), or timer type(same thing but per second no matter the FPS). And we can tabe Timer Objects that can count .3 a second or have a player ship fire out shots 15 times a second no matter what FPS you have.
If this idea was to happen, this program will be even more useful.
I'm still interested to see what the future developments have to bring.