If you'd like some ideas here is (just my personal opinion) of what should be a priority on Lemmix: [until there is a better place to put it I'll just write this here: I'll move it if/when we get a sticky topic or something]
-on the editor-
Having level files/replay files that are editable text files would be nice. Lix does this.
once I got used to the editor I actually found it very easy to use and I like it now. There are some issues however:
Please fix the glitch where if you re-size the panels on the bottom of the editor hot keys stop working. I still have not gotten any confirmation that this happens to anybody else but it's annoying + it caused me to think there were no hot keys for a long time.
-somehow make it easier for new users to figure out the controls. Maybe install one of those "tips" menus that pop-up when you start the program (be sure u can turn this feature on/off for experienced users)
-something brand new I thought of from a Chips Challenge editor: A feature that calculates where a lemming will walk; in the form of a line that goes through the level.
For example, the line goes down from the entrance then goes on the ground, falls if there is a gap in the terrain, ends if it goes into water,
-THE PLAYER-
The current version of the player almost perfectly emulates the original DOS. So for people who want that, they already have it. I strongly think we should move to make Lemmix a new game which FIXES all of the old glitches and does not emulate the original game.
-trigger areas are no longer restricted to any useless grid
-steel is fixed. Lemmini's steel mechanic is pretty sound. I suggest you look at that or Lix to see an example. There is a small issue I observed in Lemmini that if a Lemming explodes on a thin piece of steel with terrain underneath it; the steel will not be destroyed but the terrain underneath it WILL be destroyed if the steel is thin enough. I've never tested this in Lix I'm curious what others think about this.
-trigger areas for the exits should all be the same; the ONML triggers are too small
-Most of the traps in current Lemmix are ok (I think//not including the grid problem). Except: The needle trap in Pillar, It ought to be the full length of the device instead of the small square it currently is. see Lemmini.
-Fix asymmetry issue. Builders should build exactly the same going left or right, blockers should work ditto etc...
-fix all the glitches with the skills. We ought to focus on the major ones first and some of them are obscure enough you shouldn't feel you need to tackle all of them at once.
-miners pass through 1 pixel gaps
-fallers can exit from any height
-of course I am also a fan of adding new features. I personally some prefer mechanics from Lemmings Revolution. I recommend you take a look at the game to see for yourself.
http://www.youtube.com/watch?v=0AROar4q8OMthis level demonstrates one of my favorite features of this game.