My hopes are that, due to the general nature implied in the title, this thread will be a thread where everyone can put all of their idea for improving interactions in one place to avoid Footkerchief's wrath. And to save him time, too.
I'll start with some of my ideas, in no particular order.
Currently, regional interactions are limited to evil weather and evil-dead-raising. There's a bunch of different stuff I can think of. Good areas bringing the dead back to life. Savage areas causing creatures to suddenly grow in size or become anthropomorphic (possibly replacing normal giant/-man animals). Benign areas calming people. Of course, only one of those would be possible without adding more stuff to the code, but it's also the one I like the most.
Right now, when someone undergoes a body change, they drop all of their stuff on the ground. This is okay for a start, but things get really interesting if we think about them some.
A few basics I can think of:
Anything held should be held in the graspers of the new form, or dropped if the new form lacks graspers.
Anything worn that can be worn in the new form should continue to be worn, for now probably on a random body part of the appropriate type.
If clothing is being worn that the new form has no appropriate body parts for (like the gloves of a dwarf being turned into a cat), the clothing would just fall off.
If a creature's clothing cannot fit in its new form due to size decreasing (like a wereweasel), the clothing would just fall off--or, more exactly, the creature would fall out of the clothes.
Finally, if a creature could no longer wear clothes due to an increase in body size, there are many possibilities based on the garment in question. Caps and hats would just sorta fall off.Cloaks and the like might just fall off, with only superficial damage. Most clothes would be ripped, going from clothes to xclothesx, of from xclothesx to XclothesX, or from XclothesX to XXclothesXX (mangled clothing would not be further damaged); non-mangled clothes would probably fall off, as would mangled clothes if the size change is large enough. Armor (metal clothing items) would be damaged some, hurt the creature some (The +iron breastplate+ squeezes the wererhinoceros in the upper body, bruising the muscle, shattering the bone, tearing the left lung and tearing the heart!), and possibly fall off; I'm a bit unclear on what should happen. Metal's probably too tough to be terribly damaged, but I'm not sure.
Simple idea: Interactions or syndromes that heal. Two things come to mind: An arbitrary unit of healing, which heals so much bruising, fixes so many broken bones, cleans up so many scars, regrows so big of severed body parts, replaces so much blood, etc; or else have a certain amount of natural healing occur instantly.
The idea is basically to allow interactions to interface with items--e.g. an interaction that summons arrows, or one that consumes a unit of brains to increase one's intelligence. The latter can sorta be done, with boiling materials and stuff, but it's rather hacky and actually involves adventure-mode reactions. Actually, both do. The problems are that A. only adventurers can use them and B. any adventurer can use them. You can't let elves be able to summon oak arrows, or have a creature summon weapons to use. It's limiting, and would be nice to have changed.
I had some other ideas, but I can't remember them.