[spoiler=Answer Breakdown goooo!]
I’m not so sure about the +2 STR and -hit to attacks, but some sort of civilian heavy-working suit could definitely go in if it isn’t already.
* More stuff with graphene.
Cata is mostly "around the corner" style futuristic. As such I'd totally be willing to see some more advanced stuff with graphene (top tier power armor is already pretty similar) but I'm not so certain we'd be seeing it everywhere, especially if they haven't totally cracked a production process. (Similar things have happened tons of times in real life, where some unforeseen problem slows down utilization of a new technology. Heck, we've had the ability to make gasoline equivalents out of CO[sub]2[/sub] in the atmosphere for years now, but it's still way short of the mass production level).
* Why are all the drugs the same as we see today? Xanax, oxycodone?
Mainly so that the majority of players (who live in the US) can more easily recognize them and their effects. This is also why sometimes we use the Brand name and other times the generic. Eventually we'd like to add a few more new "Cata" drugs that have new effects. The pharmacies thing is a pretty easy change to make, just waiting on someone to go in and make it.
There should also be warning messages when you're starting to overdose, rather than just "your heart stops", you should start shaking, puking, falling unconscious, etc. Almost never is a medication OD just instant death. Some drugs also badly interact with others, and some are perfectly safe (ie. warfarin + aspirin = massive bleeding).
Definitely planned for the overdose warnings, it's just waiting for someone to get around to it. Interactions, on the other hand, are tricky business since you either need to hardcode them (thus reducing moddability) or come up with some good way of displaying and handling them in the JSON files. Add into that the exponential nature of interactions (where adding a single new item to your set of N items can add a potential of N new interactions) and you see why it's not in yet. It's just a whole lot of work to set up for relatively little gain.
* For the love of crap why make flowers and shrubs damage armored vehicle parts?? I know this has been in for a while now but it's Not Fun At All and totally pointless. I can't even mod around it without boosting all the vehicle part health to insane levels or editing the source code.
Is this in the latest experimental? IIRC flowers should only be potentially damaging against tires and both of them shouldn't be causing any real damage against armored parts. Vehicle vs. furniture/terrain collisions are always in a bit of a balance flux, so there are times when the balance goes a bit far in one direction or the other.
* Smashing a vehicle with high (20+) strength should smack it away like the hulks now do
Hulk smacking vehicles is a relatively new thing in the experimentals. As such stuff like this is almost certainly going to go in, but it's just waiting on a dev to add it.
* Ability to create sandbags and sandbag walls. Gunshots have a 50% chance of smacking into a sandbag wall and damaging it slightly instead of going through, crawling zombies can't get past, and zombies have to climb over like a window frame. A full sandbag should weigh a lot and be massively bulky.
I don't know if the bullet thing is properly handled in the JSON files yet (though it should be eventually) but other than that this is all stuff in the JSON. Cook up a PR and send it in, we're sure to merge something like this.
* More industrial vehicles! Backhoes, street sweepers, garbage trucks, snowplows, 18 wheelers full of crates of bananas
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Proper military bases with airfields, barracks, firing ranges, etc. Could be overtaken by zombies, left fallow and filled with plants, or inhabited by the army/raiders/automated robots.
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EOD armor (bomb squad gear), as well as SWAT equipment. Though perhaps robots would have taken this job by now, I’m sure there’d still be ‘legacy’ equipment in storage.
Similar thing, just waiting on someone to cook up a PR and send it in, though I’m pretty sure SWAT armor is already in the game.
* Controllable commercial and military drones. One-time-use item that lets you pre-map a large radius, and mlitary drones let you clear out a % of all zombies in a small area (ie. take out half the zombies in an upcoming town).
I could see something similar going in, but it would probably be a fair bit more involved than just a "press A to kill 20% of all zombies ahead" type thing.
* Zoos. Zombie hippos! Zombie giraffes! Skeletal elephants!
Once again, just waiting on a PR from someone.
* Being able to save, load, breed, harvest from tamed animals. Any suitable animal should be rideable, such as cows, horses, or moose, if properly trained. Taming should be a skill representing your experience at dealing peacefully with wildlife. The dog food/cat food thing is dumb as bricks, why can't I find a farm and make bacon out of abandoned pigs?
This one is a little farther off. Basically we need the ability to properly handle all enemies statically on the map, tracking them when they aren't near the player, instead of just dynamically spawning them in. We also need a good way to separate trapped animals (which can't wander around) from those that are running wild. It's something that is on the list, and is definitely getting closer, but is probably still a fair ways off.
* Allow NPCs and friendly animals to get into vehicles with you.
This one is an averagely low branch to reach, but would probably still require a little work. Once again though, just waiting on a PR from someone who decides they have the time and effort needed to make it happen. :)[/spoiler]