I really wish Lee would give us some idea of what he has planned for particles, i.e. keep it CPU based, move to purely GPU, or a combination? Is someone working on shaders for particle effects already or is he planning on hard coding them? Modular system maybe?
I can fiddle around with the existing stuff and add more commands but I'd rather replace the whole lot with something way more powerful and flexible, for example if someone could supply a dds or png image with 64 'frames' (like the snow flakes) with each 'frame' being an image of a bullet hole (so 64 variations on a theme) or a blood splatter or even scratch marks, I could easily add a system to display a random frame at a bullet collision point for example.
The real gold plated solution would be to have the modular system whereby the particle math is encapsulated in a compute shader, the basic rendering in a vertex shader (in which case we could even have 3d models as 'particles') and the 'special effects' like additive blending in a pixel shader.
That way you can mix and match shaders to get the effect you want, lightning, snow, smoke, flames, laser beams, rain, fog, sparks, fireworks, anything you're imagination can come up with in fact, all done with the same few Lua commands. All you would do is set the emitter characteristics and select the appropriate shaders to use, then in real time simply issue Lua commands to change the shader variables to control the effects.
Depending on the capabilities of the GPU(s) available at run time you could have a few hundred particles or a few million so the game would basically always look the best it can on the system it is running on. (and also by shifting the entire burden away from the CPU should also free up valuable CPU time for things like AI)
From what I've read in my big pile of new books DX11 is perfectly capable of doing all this, just need to jump through a few hoops and sacrifice a few virgins and stuff like that.
Been there, done that, got all the T-Shirts!