better solutions to forgers' wants

I think many people want custom parts to forge maps in future games, however most of these would take up too much data. I will offer my solutions.

Switches:
One thing I’ve seen asked for a lot is movable parts connected by switches. Adding doors or windows that have a moving path would take up a lot of data. You would also be limited to those few blocks to have switches activate them. First of all I would have 2 kinds of switches, a manual and a proximity switch. the manual switch is the basic idea, you walk up to it press X and it is activated. the proximity switch would have an area of effect (like a hill marker). If you step inside the a.o.e. the switch is activated, if you leave, it shuts off. switches could be connected to almost any (and i mean any) object because the on/off feature of the switch would translate to the spawn(on)/dis-spawn(off) of the object. you could make the switch negative (spawn=off/dis-spawn=on) by setting the object to place at start no. when you hook an object to a switch the channels would be under the spawn time option.

terraforming:
Another great idea is terraforming. this however would be basically impossible. My solution would be giant block 4x4s with each side having a unique land feature on it. these would be accompinied by all of the basic blocks of forge world (plus some curved ones wink wink) with a grass skin to them. there would also be rocks. in with this I’m also going to adress cave carving, which however odd isnt impossible. for this to be capible there would be some barrier glitches(seeing through the mountian). Imagine a tunnel long with thinner walls that looked like they were made of rock. there would be a pocket of “air” inside the tunnel that would cover the rock, basically removing that section from existence without technically doing so. scence the “air” is a walkable material the tunnel would work.

firefight forging:
I belive this is a fairly simple one. bungie already got really close to total customization. all there would have to be would be the addition of drop pod points, phantom drop off spots, and a map boundry setting ( basically like a safe barrier that would tell the enemies not to leave that area. as long as the A.I. system is good enough for each unit to navigate a new enviorment, it should work.

custom area of effect:
i think this is key to having a good new forge system. every item already can have a radius, but they do need to do custom things. these are the items i think an A.O.E. should edit

turrets- range
gravity lift- how strong it is
shield doors- size
one way shied(2 A.O.E.)- size, and how far away you can get sucked into it
telleporters- range
lights- range

AN EXAMPLE OF AN ITEMS COSTOM EDITS:
telleporter>telleporter channel (1-20)
Switch channel (1-100)
radius (a.o.e)
place at start (yes, no)
respawn time (1-500 sec; never; switch)
game types (choose all the gametypes)
tag (choose a specific rule for it)
type (sender, reciver, 2-way)

One thing people have to remember is that no matter how good the game gets, people will use the items wrong. even now you see amature maps. I’m not saying these are foolproof, and I’m ok with that. I’m just looking for a way for serious forgers to be able to do more with their maps. if you have any ideas that i can add please add them.