Would be a good improvement on the editor if the following were worked into the a very near future update:
1) More Brushes with hardness factors (including square brushes!!!!)
2) Ability to hold ctrl and LClick Markers to activate them for editing. Royally a pain in the a.... to have to lock entities around a marker just to edit it or delete it.
3) Ability to CTRL and LClick an entity on the library window to highlight or select all of that entity in a map or a controlled region. By controlled region I mean that an option could be adding (preferences) for a regions size within the grid system. Say 100x200. Then when CTRL-LCick is initiated on the library entity all of that entities are selected on the map within the region of the active screen.
4) Entity Library needs a major overhaul. Need ability to have it as it and/or to categorize the library by entity type (character, weapons, etc...) The break-down of the purchased library is great but often cumbersome to locate what you really want (sure if you only have a few purchases it's easy.. but after time as I am finding out now, the purchased entities are far exceeding the base entities and you have to click through each developers name to find what you want).
5) Ability to search within the library from the add entity window. Search filters would include, developer, tags, name, category, ....
6) This one is huge. The ability to press a key to toggle, while in free-flight-mode, locking your feet to the terrain so you can walk at the players height while in free-flight mode on the terrain. You can do it now, a little, but if you button move your cursor up or down a little the camera is locked into that position and you just keep going down to the bottom of the terrain or continue upwards....
7) Ability to add water (perhaps about 10-50 depth ratio) to exiting terrain without having to drill down to floor height or whatever the "z" position is for water.
8) Ability to place way-points off the terrain so AI can patrol. For example, an AI is on a large roof and you want him to patrol the entire roof in a specific pattern or whatever. You can't do it now cause the AI is off the terrain.
Solution to terrain-only way-points is when way-points are first added (see previous way-points suggestion) you need to click where you want the way-point created. Then the way-point is placed and you go to town. Afterward, have the initial way-point have properties. Properties would include a way-point global name, AI names allowed on it, stop and go delays, overall delay between nodes based on AI speed, etc... Then a new property setting needs to get added to Characters, called Primary Way-Point. To assign a character to a specific way point add the way-point name to the characters primary way-point. If the primary way-point is left blank for any given character then current way-point logic is enforced for characters on/near nodes.