-on assigning shimmy when can't shimmy: jump and fall back down, continue on (wasting a skill? You can rewind a second and undo this)
-on shimmy at ceiling (disregarding ceiling debate): don't shimmy, no matter what. jump and fall, or die.
-on walker assignment to shimmier: IDK: do nothing makes sense. Falling would also be very useful. I don't use walkers, I find them overpowered to begin with. Stopping shimmiers would make them even more powerful.
-climber to shimmier: IDK this sounds nice at first but complicated. I guess I'd be on board with some small animation of climber when reaching a ceiling to let you assign shimmier. This sounds like it may though, be overpowered. It may be just as easy as designing your level with a notch near the ceiling to let the climber>walker>shimmier.
-kingshadows suggestion sounds really neat at first; but I agree I think it may be too powerful and not exactly consistant with all level design. If I'm correct in L2 the lemming just falls at this point; which is also useful. If Kingshadow's idea was the case you'd need to always place a piece of terrain hanging down to stop the shimmier (if you didn't want him climbing up). Possibly making it more obvious what your solution is.
@Nepster: "too much work; won't happen"
-What if at some later point someone else takes over as President Project Captain Admiral hmmmmmm? (or you just get help
)
For this very reason I think we should at least be allowed to entertain ideas such as "what if reverse gravity gets implemented some day".