Ayy,
I was curious about 2 suggestions, and if they were more of an "expose some settings" type of request. I do respect that there's hundreds of suggestions and many areas in C3 for Scirra devs to focus on. I guess I get hopeful if I can determine if something is legitimately small to implement with a worthwhile outcome - not that I'm undermining the complexity that the devs have to deal with!
Physics Collision Filtering
Having finer control with Physics collision filtering - is this a situation where Construct could expose the collision filter parts in the behaviour and ACEs, then Box2d will make the magic happen? I get this impression due to how physics exists in a different realm, unaffected by the Solid behaviour and such. I could be very wrong and not understanding how C3 and physics co-exist, maybe collision cells or something else becomes the problem.
Lack of collision filtering has hit me multiple times, whether it's doing an elaborate layer system where physics could overlap another layer's physics objects and unexpectedly collide through layers, or unique rules for many instances of an object (e.g in a platformer, disabling collision to a jumpthru when an physics object travels up, but also have another instance of the physics object resting on that jump thru.) I explored many many workarounds, such as multiple physics objects on top of each other and switching which is active, trying multiple physics behaviours within 1 object to separate collisions (but this doesn't work, setting collision filtering on one behaviour affects the other if you have multiple physics behaviours on 1 object) but other than maybe creating a parallel world elsewhere where physics can be calculated (which sounds like a nightmare, and would probably will have it's own issues) then it's impossible to implement certain things with physics. Even doing a loop-de-loop for a car with a body and two physics wheels is tricky, with the wheels sometimes needing separate collision rules, or completely breaking if there's a 2nd car that's also going through a loop-de-loop. Also no third party plugin exists as a workaround.
Load image from URL
I noticed that 9-Patch and SpriteFont do not have "Load image from URL", whereas Sprite and TiledBG do have this. Would adding Load from URL be sort of the same kind of implementation as Sprite/TiledBG, but also needing to expose editing the margins and such in events (which may be the part that turns it into an unexpectedly problematic task).
Whilst niche, I like the idea of HUDs and ingame text to be moddable, and have been exposing all parts of my game to be moddable thanks to the new FileSystem plugin, but got stuck when it came to spritefonts and 9patch.
When you think about it, beyond 9-Patch and SpriteFont, audio is already moddable, so then pretty much anything data/media-related is moddable for C3 projects, which is awesome!
Thank you for your time.