Probably the first cool thing was a instant jump drive (separate in concept from the x/y/z drives and flip-flop multiplier drives at the time).
It dumped somewhere in the region of 1500 signals into the jump computer using simple not-activator logic and weighed in at something like 27 blocks total.
1 click jump, anywhere, any time regardless of inhibitors and small enough to fit on nearly any ship.
After this I developed the spamhibitor (few years prior to the version posted on CC), a array of inhibitors designed to turn on/off with high frequency, when sync'd up could even stop player charging drives at max charge from jumping (especially single module drives), had roughly a 50% chance to kill instance charge drives (depended on logic lag), and could kill most clock based chargers as they generally had a chain setup rather than a monolithic drive.
Never really saw practical use other than when put on old thryn HB or when I was fluffing around on LVD.
After charging was fixed to 32hz then moved onto a rapid clocks (mainly shootout clocks, and fixed them as updates came out that broke them until I lost interest) for drive charging, then when they started pulse charging moved over to sensor based charging.
At the time I was working with several other logic people who adopted the clocks or derivatives of.
Had a hand in developing cyclic AMS, to force AMS to re-target by toggling the AI (ups effectiveness tremendously as AMS would stop targeting missiles that overshot/distractors) and various other random tidbits.
Never really got into logic for non-practical reasons, like elevators or doors/fancy moving parts, was mostly for things like docked generators, chian drives, inhibitors etc.
Jaaskinal created quite a few really amazing things, nasometer (inventory control system), fleet status/HUD system, various fast clocks and stuff, lots of public chain drives, x/y/z drives, etc.
If she ever comes back she is your girl for some really complex stuff, you can see quite a lot of her work on community content.