It makes me wonder why BIS chose such a simplified, narrow scope of making models and units? It would be much more effeicient to simply give everything in the game all of the possible attributes, and simply eliminate those lines in the config where it wasn't necessary. ( IMHO, of course )
A more foward thinking approach would be to lease licenses of all the official editors and tools, to gamers for a nominal fee. The game should be about the mods that could be produced, and the ongoing profits produced by updating the basic tool packages. The game would be made up of several modules that function together. By buying additional packs you increase the scope and scale of the game enviroment.
My ideal "dream game" would be: A basic first person shooter, using tried and true graphic and physics engines. It would include editors for making new units, scenarios, and complex AI behaviors in mostly indoor settings.
For another $50 bucks you can buy another pack, a squad-based tactical simulation. ( Like OFP. ) included would be editors for making outdoor terrain and settings, and vehicles.
Yet another pack, would be like the Harpoon series, and would provide long range, theater-sized maps, and the ability to command multiple, large groups like airbases and carrier battlegroups. Editors would allow for placement of units in groups and creation of large, complex scenarios involving possibly hundreds of thousands if not millions of men and their associated platforms.
I'ts just a pipe dream...sigh.