A lot of people want wedges for lights and crystals. This has been vetoed because of concerns about block IDs. The TL;DR of this is combine all the different shapes into one block. Block damage would change slightly, but that would be it for controversial changes. We would get better inventory management, better terrain, and better-looking ships. We would also get half-slabs.
However, this is based off of a few bits of information on the engine that Schema provided, so it might not be accurate. This is going to be a post
http://starmadedock.net/threads/smedit-situation.746/page-2#post-9929
Schema made this post for the purposes of SMEdit. The bits that describe a single block are distributed like this:
Blue is block ID bits: 11 bits, 2048 possible values.
Red is HP bits: 8 bits, 256 possible values.
Green is Activation bits: 1 bit, 2 possible values.
Yellow is orientation bits: 4 bits, 16 possible values.
Now, how many orientations does each type of block have? Cubes can have 6 different orientations. Wedges can have 12 different orientations. Corners can have 24 different orientations. Pentas and Tetras can each have 8 orientations. So there are 6 + 12 + 24 + 8 + 8 = 58 different orientations. You'll notice the corner has more possibilities than the orientation bits would allow; I'm pretty sure that it uses the activation bit as well.
Here's my proposed changing of the bit allocations.
Blue is block ID bits: 11 bits, 2048 possible values.
Red is HP bits: 6 bits, 64 possible values.
Green is Activation bits: 1 bit, 2 possible values.
Yellow is orientation bits: 6 bits, 64 possible values.
Now, we condense solid block, wedge, corner, penta, and tetra into a single block. There are 58 possible combinations from that. We have another 6 orientation values we can use, so we can slip slabs in there as well.
This actually removes block IDs from use: 84 pentas, tetras, corners and wedges from glass and 10 pairs of hull colors. Also, there are 5 lone wedge types. (metal grill, metal mesh, green stripe, yellow stripe, and ice crystal) Thats 89 IDs removed from use.
Also, that's a heck of an inventory improvement.
Now of course, this comes at the cost of block HP. I propose this is mitigated through a change to the armor system. Currently armor goes from 0 to 99 and is calculated through( damage * (100 - armor) / 100).
Armor should go from 1 to whatever and be calculated through (damage / armor). Then add a global armor value that block armor is multiplied by. So really the calculation would be (damage / (block armor * ship armor * global armor)). However, if we set global armor to 4 in order to compensate for the loss in HP, we wind up with 1-damage cannons being worthless.
So, ships need a way of making the small stuff count. A new property called surplus will be added to entities. It tracks surplus damage that was lost due to armor. block damage =((damage + surplus)/(block armor * ship armor * global armor)) and surplus =((damage + surplus)%(block armor * ship armor * global armor)) where % is the modulus operator. This way small cannons aren't useless, and armor actually does something.