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You're welcome. I agree with most points of the list actually, although some are just not a high priority due to added complexity in gameplay or development. Current thoughts:

(2) If an inbound plane has a speed of over 250KT, the speed can be maintained by doubleclicking between the speed +/- buttons. I'll have the check if increasing the speed upper limit has implications on other aspects (like automated speed adjustments) of the game. If the player forgets to reduce speed, planes will go around. (6) I'm not sure what exactly the use is for planes heading for a waypoint just 3 miles or less away, as it will be reached in no-time. (7) I may add specific descendaltitudes per spawn point. Currently all planes descend to the same altitude mainly because it's predictable to the player; lowering planes 1000 feet will clear them of conflict with any other inbound plane near the boundaries. Only recently, specific inbound beacons were added, so perhaps specific altitudes could also be an option. (9) It sounds complicated, especially the 7NM will surprise users. (10) The game is designed with the idea that departures would climb above the entering arrivals, therefore the arrivals enter at or slightly above the descendaltitude and are thus clear of outbound traffic. I also think that creating much larger airspaces than anticipated (default airports extend to only 30 to 40NM) increases the occurance of early levelling off. (16) & (18) Neat but minor details.

Yep! I think in terms of separation, a specified value per localiser as a minima would be fantastic.

My experience with speed control is that if coming in faster than 250, it's difficult to control. If you reduce it, it jumps to 250, then continues down as normal. As soon as you give a speed of 250 or less, the option to give higher disappears. Even at FL130, the maximum I can give aircraft is 250 unless they come in faster. Especially since TMAs can reach very high (FL250 or so in some cases), 250 knots is incredibly slow. 

The reason that early level offs are an issue is because the lack of automatic arrival clearances means that airspace has to be unrealistically extended to allow for the user to manually clear them. Something such as autoarr = true would work, unless the main airport has multiple arrival runways. If that were the case, possibly the player could be able to set arrival runway for arriving aircraft before they enter the airspace?

I understand your reluctancy to complicate things, but I think giving airport developers maximum freedom can only be a good thing. It has true potential to be a proper radar simulator - of course consider the path you take, but it's an incredible base at the moment that seems to be only getting better! :)