The secret level finding should definitely be in there, I'll be sure to add it (though I'm most likely not going to add talismans just for finding secret levels in my packs). As for the others, I'll think about them.
The messages associated with each talisman can be chosen when creating talisman data, so it's up to the pack creator how they want to explain it.
I'm also considering adding "assign skills to one lemming only" and "assign no more than one skill to each lemming".
EDIT: Okay, now that I'm at home rather than replying from a smartphone.
Most of these suggestions, apart from the secret level one, really come down to that most levels are either going to *require* you to use those objects, or to make a point of avoiding them. There may be the odd exception particularly in easier levels (for example, Nice 9 without using the trap, though this is trivial to achieve), but I certianly don't see any that are talisman-worthy, except maybe LPIII Dodgy 11 without the extra builders. However, you can pretty much get the same effect as "don't get the pickup skills" simply with the skill limit-based feature that already exists, by limiting to the (non-pickup-skill) quantities. This doesn't require the player to actually avoid picking up the skills, but does require them to not *use* the extras.
With that being said, if you (or anyone else) are actually working on a Flexi-based pack where you see potential for those, I can maybe implement them. I'll implement the "find a secret trigger" one (note that this would override any save requirement in the same talisman, for obvious reasons; but it could still be combined with time limits or skill limits), and most likely the "skills on one lemming only" and "one skill per lemming" before a general release of the V1.34n update.