Hey, no problem. Glad I did not scare you off with the wall of text. I have some experience helping create and working with custom small game editors(and engines) so I know how it is. I'll add three more suggestions so I don't waste a perfectly good post ;)
1. Check your new font implementation. Left you a bug report on github, but I have no idea if you're checking that. Right now the font swaps normal for capital letters and vice versa.
2. Think on implementing limited randomness- if you implement containers(chests or something similar), the logical next step is to implement limited loot randomness. Basically have an object with 3-4 empty slots to populate with possible loot and the engine picks at random from those. Leaving one(or more) empty creates a possibly for having an empty chest.
This can be something that's calculated at game start, as in all chests are populated when you start the game, doesn't have to be done when chest is opened.
3. Think about making it possible to disable the editor menu when exporting a game. While it's nice to have an access to the editor for people who are interested in actually designing something and want to check how things are done, it's useless for people who just want to play a game and makes the game look like a forever work in progress, since the editor is always one click away.