I think this engine being heavily plugin based is one of the reasons why new ideas can't be made into reality.
Here's a thought though for MV Ultra edition (or whatever it ends up being called): why not take plugins and just merge it into the engine? Have there be "on/off" switches (represented by tick boxes in the GUI) that enable these modular lines of code to execute or be overlooked? I understand it would bloat the engine, but when the project is compiled it can check for the "on" modular lines of code and compile that into the final code and the "off" ones can be omitted to save file size.
This solution solves 2 major problems with this engine: (1) The "best" developers tend to be the ones who have access to plugins that are deep in forums that are not readily available for all users - so if it was built into the engine then everyone can have access to them, (2) The game wouldn't have to be empathetic towards people who mod/plugin the engine to work a specific way only to have it break when new features are updated.
In other words, I'm feeling that this "improve RPG Maker MV" is less about improving the editor/engine, and more about ironing out nuances, pet hates, major tuts, and GUI bugs. Basically, this feels more like a Quality Assurance meeting than a Product Advisory Board. And if that's the case, I'm still going to suggest bizarro things to drop seeds into the ideas to people who can influence things, but that does kind of defeat the purpose for many of the suggestions going on here...
As far as the TCP/IP, I understand the fear centered around it. It could launch arbitrary code and do nasty, nasty things. But having at least a Facebook integration would be better than nothing. I understand that as an engine, that is just not something that can be done without turning the next version number and hours of coding, but I do think this is the future of RPG Maker as a commericially licensed game making engine/product.
Anyways, I think we can let this thread die, it is unfavorable, and I have 3 other threads that seem way more viable. For now, I'll just dream of making a social game for when my programming skills matures.
Thanks RetroBoy for your support but I think this needs to respectfully be put to rest.