I really like that the widgets are customizable AND you can play MP games with own widgets, even if I miss the compatibility of really useful widgets between *A and ZK and the bugs of some chilly widgets.
"Supreme Commander 1 - FA" has 3 advantages with maps and pathing:
* Everything is either completely flat or extremely visible (cliffs, etc).
* You only have normal units, hovers, air, ships - no spiders or tank/kbots (as far as I remember it).
* No Terraform.
That is one thing I miss in zk.
Maybe I like only zk but not the engine ^_^.
One thing that we could do for zk is, to display the F2-view when you build something (it shows you where you can build) and scripts which level the terrain, makes round ramp stepness either toward 66% of vehicle or bot pathing, etc.
It would look a bit artificially, but would be better playable (less annoying).
Because the luacode is not as clear as in "Supreme commander1", where even turret turn rates are in unit blueprints and not model script files it feels like a step back, but Zero-K is open source and the only open source game with active development, divided into engine and game, widgets and gadgets and good looking models.
There are 4 default build widgets - everything with one disadvantage:
* Integral menu -- need very much space on your screen.
* Radial menu -- don't display units for normal factories
* Keyboard menu -- don't display things like jump
* Gesture menu
* EVERYTHING depends on integral menu, but only because of unit states.
I like the variety, even when I think why can we not at least merge keyboard+integral menu, fix the gesture menu and give gesture menu a second key for unit states.
It would be nice if there would be more cooperation between the single mods.
* developement of different unit theme packs with models and scripts for mods (requires more compatibility between mod models or a bigger community.).
* widgets which work in all mods (requires standards for global build lists, etc.)