For the record - I am very confident in the 10 skills and limited-count entrance/exit features, which is why I haven't released a dedicated experimental yet; though I will release a "release candidate" experimental build that includes them before actually releasing a stable update.
The big difficulty will be the editor side of things. The way Nepster has written the editor, is very good when going with an assumption of "these features are all we'll ever need", but adding new features gets very messy quickly. If Nepster shows no signs of returning and continuing work on the editor, I may need to write an entirely new one, or perhaps revive the old one and update it for new-formats (which itself will be a huge mission). In this case, I'll likely look at what maybe should've been done from the start - building the editor into NL itself, so rendering / etc code can be shared. Or at the very least, it'll share a significant portion of NL's codebase, so that it becomes much less hassle to update it for future features. This won't be something that holds up this update - I should be able to get at least "it works", or at the VERY least, "it's preserved" support for the above features implemented; but it's more likely to become a problem as more new features get introduced.