Yep I agree with all of what you have mentioned. Been bringing up about the same things for years. Here's what in my opinion is holding GG back...
- Widget Tool jumps around too much when zoomed out or in or shifted viewpoint in the edit window
- The Grid has no customization values
- Rotation and Scale have no customization values
- Scaling is not smooth and ends up jumping to undesirable sizes
- The Start Marker is not a volumetic 3D object in the editor which makes it VERY difficult to select when structures are on top of it
- There is absolutely no indication of what you have
selected in the editor. No Name above widget, objects do not remain green/red
- Selecting stacked entities is a nightmare (locking mode does not help enough due to issue above)
- No Entity tree to show all placed objects (for selecting and editing without manually locating on map)
- No water graphics controls (was in FPSCx9 and FPSCx10)
- Can't raise or lower water (could in FPSCx9 and FPSCx10)
- No Swimming (was in FPSCx9 and FPSCx10)
- No Menu Editor (was in FPSCx9)
- No Gameplay UI Editor (was in FPSCx9)
- No footfall (footstep) sounds for enemies based off material index
- No bullet holes or impact decals generated based off material index
- Assigning characters a decal material index does not work - they always bleed blood (does in FPSCx9)
- No floor blood decal generation for injured characters or player
- No bullet or impact sounds generated based off material index (was in FPSCx9)
- No day and night cycles as promised
- AI can't navigate slopes or stairs
- AI can't function on multiple floors (could in FPSCx9 and FPSCx10 )
- AI is still not satisfactory
- AI for short range characters needs serious improvements
- AI for long range characters needs serious improvements
- AI halts if there is more than one character using a Waypoint on the map (worked in FPSCx9 or FPSCx10)
- Can't turn off Skybox from within the Editor (for interior design and optimization)
- Can't turn off Terrain from within the Editor (for interior design and optimization)
- No other Light Types in the Editor (spotlight, skylight, etc)
- Limited to only a few Terrain painting types for any given map
- Terrain painting styles is limiting
- Limited to only one vegetation type per map
- No particle system (FPSCx9 had one)
- No visible bullets
- No grenade throwing characters (was in FPSCx9)
- No grenade throwing for Player (was in FPSCx9)
- No Heal or Hurt Zone in Editor (was in FPSCx9)
- Trees need LOD stages
- Better optimization as a whole
- Not enough randomized sounds for explosions, whiz past bullets, shots, impacts and etc)
- Whiz past bullet sound effect sounds like a squeeky toy (sounds ridiculous)
- Lack of shaders FPSCx9 and FPSCx10 had very good ones)
- post processing shaders enabling and disabling via LUA
- Pressing Nums Lock prevents many of the editing short-cut keys to work
- No way to copy and paste groups of selected objects
- Rotating a selected group of titled entities several times can break their alignment (when returned to original degree)
- Undo and Redo don't always work
- No draw mode for entities. Must hold SHIFT and click every time to play an object
Nearly 3 years ago, I kind of expected most of these things to be taken care of so I suggested some features that could follow... not knowing that the original concerns would not be addressed to this date. But then again, I also have no idea how long it would actually take to implement them.
Video from 2014
Within my first 5 minutes of using Unity I have figured out how to make snow identical to Skyrim. By attaching it to the player capsule you can make it follow the player where ever he goes and the flakes would move past him if moving forward or move in front if moving back. You can change up the birth and death rates and the gravity as well for lighter or heavier snow. Same with creating rain and etc. Why did FPSC have a particle system and not GG? Noticed its on the voting board. So I guess its something we can expect down the road.