TL;DR in skyblue bold type.Markers can be automatically added to Exits in the Editor, and can also be swapped whenever the Normal/Rival status of the Exit is changed. This works very nicely, but ultimately still feels somewhat redundant and unfinished because the Marker pieces need to be non-editable, and the Player will also need to auto-draw them anyway.
I've tried grouping the Exit & Marker as a single piece with no luck. The closest I can get is to automatically
select the Marker when the Exit is selected (and vice versa) - nifty, but ultimately doesn't stop the pieces being added manually anyway. It also doesn't work when selecting multiple pieces at once - this would require further tinkering, and it's already fairly messy as it is.
Then, I looked at the possibility of harnessing the way Pickup skill placeholder images are added - it would be great if we could add similar images to Hatches, pre-placed Lems and Exits depending on the object's properties, but this is no easy task. I'm not even sure I 100% understand the way that the Pickup placeholders are added. They seem to be drawn in as the style data is loaded... but then, how can this be if they are later swapped when the skill properties are swapped? (A close look at the skill flag setting methods yields nothing of use)
So, maybe what's needed is a totally new method. The only problem there being that I'm not even 100% sure what it is I'd be trying to do. Draw a helper over the Hatch/Lemming/Exit to show the pre-assigned skill/property - sure. But then what if that object is moved? We still need a way to anchor the graphics to the object, which so far has proven to be very elusive. There is no clear existing logic that can be followed or harnessed for use here, so it's difficult to know where to even start.
I don't want this to inhibit the Rivals feature, so
it might be that we'll ultimately have to settle for the checkbox being the only visual feedback in the Editor for Rival Exits (this is currently the case for pre-assigned Hatches and Lemmings, and we've managed so far with that limitation),
and the Markers will be automatically added to the level during map rendering in the Player.Hopefully, I'll figure out how to draw Hatch/Lemming/Exit helpers in the Editor some other time - it will of course come in handy for more than just Rivals, and should really be a standard Editor feature anyway. If anyone has any suggestions as to how this might be done, please feel free to shout. The Editor is written in C#.