Well as some of you know, after Elemental ships I am planning on taking a sabatical to get back to my programming roots and most of that time will be spent making mods for Elemental.
You know...I would love to see an innovation in the modding "business" where we had more liberties to program. I don't know how that would work, with IP protection, licensing and all. I'm just pointing that out. I would love to see software engines where you could inherit C++ objects and derive your own classes for certain things, like events. Like Galciv2, to be able to create your own items up for UP vote.
I'm thinking of the game Nethack, which was the most awesome mod-happy game ever (it was, admittedly, open source). I modded that game myself, but it sure was spaghetti code. Everybody was coding special cases for everything. And then MUDs, which basically obsoleted Nethack and were even more awesome. That provided a layer of interpreted code which let wizards code stuff, but only the server administrator could recompile (thus mod) the driver. MUD was the predecessor of MMORPG's, which basically closed it all off again (but added graphics, distributed servers, data replication, etc.). But MUD itself was basically a combination of the Eamon series with the Internet, and Eamon was also an awesome mod-happy game series.
I wish there was a good way to cross the community the modding community forms--with amateurs who basically know how to program but just for fun on their spare time--with the stuff the pros do, like the graphics, the networking, the masterminds, QA, etc.. They're full-time, so they need to get paid. Plus when you're modding, all hope of QA is off. Warlords II let you mod the heck out of it, but the mods were all unbalanced and sucked.