* Updated zones documentation. This should hopefully also include some copy&paste zones for effects people are used to seeing, or would like to reuse.
* Cockpit issues. It's in many ways a non-trivial task to edit a cockpit, but it is also beyond the scope to make it easy to use configuration items to modify a chosen cockpit.
* Being able to choose cockpits. There's the possibility this can happen, actually, but don't bet on it just yet. I need to look a bit deeper. But if we can have a cockpit chooser that works both in the in-game UI and the global UI, I'll do it.
* Sound complaints. I added some sounds. It seems reasonable, considering how sounds work now, to make configuration items to disable them. I'll see about that. (I'm assuming people don't like the countdown, but it doesn't matter, the way I set it up I should be able to make toggles for *all* sounds)
* Make sure we have cockpits for all previous versions. And create a new cockpit for the new version. Current version is a show-off cockpit, not an actually reasoned-though cockpit. It shows what can be done. So we need to make sure classic gauges are respected and available, and have something new that truly represents 0.4.
* Automated builds: Working on that right now.
* Making cockpits easier to edit. I'm not sure what we can do on that one, but I'm open to discussion. The main complaint is being able to use settings to move cockpit widgets around, which is nearly impossible, but not completely. Let's talk some more. Talk was made about a cockpit editor tool, but until such a thing materializes, we must assume it will never exist.
* A way for users to report to the server admin abusive players. We've sorta ignored this. Maybe there's more we can do besides this? I definitely think looking at the ct+sty branch is a solid start.
* Speaking of the ct+sty branch, is there anything else in there that you'd like to see in 0.4? (Besides the CTF and styball, I don't believe we can extend the zones to include those for 0.4, but consider that a high priority as soon as 0.5 gets started)
* Merging Epsy's cockpit branch
* SDL2 support. SDL1.3 is apparently now going to be subject to bitrot, so to keep being able to build the game, we'll need to go with SDL2. Not really a choice on that. The previous concerns (before SDL2 had their drama, and compguygene: the drama I'm talking about was quite a long time ago, so it's not surprising that someone's picked up the glove and pushed SDL2 to release) about SDL2 support had a lot to do with keybinds and being able to migrate old configs to the new ones. I suspect we'll just ignore those concerns, though. But we'll see.

* Distributed resource repositories that mirror each other. In a perfect world, we'll release 0.4 with 4 repositories up and running and able to service clients and servers. I guess I'll run the "official" project repo, which should provide the baseline repository required to be in the rotation of distributed repositories. We also need all the current repository code people are using, and willing to contribute, to be put in a bzr branch and hammered out into something resembling a distribution. That way, the "official" repositories can all run on the same basic code, with expected individual improvements by the server admins running them.
In terms of priorities, I consider the buildbot the highest priority right now. As soon as I can deploy it and have buildslaves for Windows and Mac OS, then we'll be able to actively develop for all three platforms supported.