I've suggested a lot of these before, but I'd like to reiterate them again, along with some other ideas:
Map Properties:
EB could do a lot more with Map Properties. If they built in more default options through the Map Properties, this could save the user a lot of time in the longrun.
* A dial within the Map Property that turns saving from the menu on and off for that particular map. These could be on by default, and whenever there is a map the developer doesn't want them on (or wishes to use save points instead) they would just uncheck the dial.
* Indicating certain items that can only be used on certain maps. So, for instance, you have a tent or sleeping bag that should only be used on the world map, but not in town or in dungeons. In the database, you would add to the item use (ie., battle, menu, key, etc) and add the option of "Map". That item would then be a useable item, but it won't be available for use (even if it's in your inventory) unless it's checked in Map Properites, and only then would be available for just the maps where it's checked.
* Switches or Conditions to control what types of encounters take place at different times. So basically, I add slimes as the random encounter in Map Properties for a given map. I then indicate that random ogres would replace slimes if Switch X is on. If some event occurs in my game and I flip Switch X, if I were to revist this map, random ogres would attack me instead of slimes.
* Allow the player to choose the battle and victory music for each map in map properties, like you do with map bgm's. These can still be overridden with events, if necessary.
Map Areas, present in VX, replaced with regions in Ace:
* In VX, we had map areas where we could set up encounters. This was removed in Ace, and we received regions instead. I vote to keep regions in place (if not improved upon) but bring back map areas for a completely different purpose: use map areas to control changes that should occur in the parent map when conditions are met - like if a village gets destroyed.
* As it stands right now, we can only change a map through events or by creating a duplicate map with all the changes. If we're planning a lot of changes, or we need a new tileset to paint over the existing map, events won't cut it, so we need to create a duplicate map. And then we need to remember to add a switch so the new map shows and not the old, and to go back and alter all of our transfer events based on the switch. If the changes occur to the world map, that could be dozens (if not hundreds) of events we need to fix, for every area (village, dungeon, etc) that exits out onto the world map.
* With Map Areas, this could be fixed to better suit the user. Basically, we design the parent map first. And then we choose map area (like in VX), which duplicates a copy of the parent map. In the new map area, we can select a completely new tileset and/or repaint the areas that are changing with new tiles and events. The area maps would be switch-driven, so they won't turn on and override the parent map until the switch for it has been turned on.
* Once that switch for the new map area is turned on, any entry points that previously went into the old parent map would now enter the new map area. This would only effect transfers that were previoulsy not switch-driven.