Is for it to have:
+Fixed rotation snap (no more glitchy spinny crap like Halo: Reach’s forge had)
+More pieces to forge with, with multiple palettes such as Forerunner, Human, Covenant, Flood even. Additionally more objects to litter the playground with, such as trees, or crashed and smoking Warthogs and a greater variety of rocks and boulders to build large rocky structures. Smaller “micro-objects” for detailing are a must too.
+Interactive objects such as doors, buttons that trigger events.
+Environmental effects such as snow, desert, grassy, not just “special effects”, but actual environment filters that replace the ground texture with snow when the snow filter is selected and so on.
+Driveable/Flyable Pelicans and other UNSC/Covenant vehicles from Halo 1 - Halo 3 reintroduced (that means the Chopper for those of you who love it, or the Spectre for those who want a Covenant version of the Warthog to come back).
+Nameable callouts so that we’re not restricted to what Halo: Reach had for it’s Forge World callouts.
+Heightmap editing - That means if I want to make a hilly region such as Bloodgulch, I can recreate it. Water height and such is a must as well.
+Editable ambient sound effects so that I can place where I want people to hear sound effects like dusty wind, or a bird squawking in a tree that I placed prior.
+Particle effects, so that I may create my own darn waterfall if, where and when I want to.
+More precise “unit” stepping when I want to edit the co-ordinates of a forged piece. I would like to have accuracy down to a millimeter, which would be like 0.001 of a unit length’s distance, with it being controlled by one of my analogue sticks if I choose to use that function.
+Forge piece mirroring. I would like to mirror an object, whatever that I have selected (save for vehicles of course) along the x y or z axis. This also fixes up the issue with having too many forge pieces as I can have access to simply one corner piece, and then mirror it any which way I want to for it to fit anywhere else.
+Team friendly and team hostile kill zones, as well as team orientated doors, buttons, etc. If a Red Team player walks into a soft kill zone that is set up to “Kill anyone else that is not on Blue Team”, then the Red Team player would die, but any Blue Team player would be able to walk through with no problems, for both instakill and soft kill boundaries.
+Invisible weapon holders so that I don’t spend hours trying to balance a weapon so that it doesn’t fall into a crevasse, and simply holds whatever weapon I spawn on it at the last position and rotation I left it, and would keep the weapon floating, or stationary until it is picked up by another player. Upon the weapon respawning it resumes the behavior forced upon it when it was first set up.
I’ll think up more later, tired as I am. Got any suggestions? I’d love to hear them. :3