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I'll address each of your points in order:
Overall I think you described it perfectly in that it's a balance between trying to make the mod editor both accessible and powerful. We're actively reading the posts here to look for feedback and issues like this to try and improve the mod editor. Thanks again for your great feedback!
- Charlton
And yeah, as I said, the possibilities in the editor currently are pretty huge, but it requires lots of hacky workarounds. I imagine it won't be a problem once the community comes up with some clever patterns for creating all sorts of things (heck, look at what Source mappers can do with just logic entities). I'm still scared that it might introduce some weird backend problems with the game not handling all of the wacky combinations of events and actions (the fear being caused by a few of the minigames we played with friends that straight up didn't work properly in online play, but I really couldn't tell if that was internal issue or flawed minigame) but I'm trusting y'all that it won't really get that bad in most cases.
Something I forgot to mention, it would be nice to have some sort of option to rate custom content before/after playing it, or at least have an ability to quickly visit the workshop page.
In any case, great job with the update guys, I'm having a blast messing with these tools!