Hmm...I agree with some of your ideas (small screen usage and drain callouts), but also disagree with some (hyperspace change especially...just no). And as we went over in the owners thread, adjust those loop guide rails. You shouldn't be getting enough SDTM off your inner loop to want a ball save. That is an issue with your machine that you can and should fix. Yes, the Tatooine scoop was given a ball save option, but that is much more of a design issue. It can be improved, but not to the extent that the loop can.
Rather than type up my wishlist again, I will just copy/paste one of my old posts here. I've been harping on about this stuff for years, LOL. Truth is though, as-is it's one of my favorites. Copy/paste begins here:
Here's my code wishlist (discussed before, but it's been awhile):
A way to either pass on video mode, or have it come up less. A long, deep game means 5-6 video modes in a single game. I love the mode (as far as vid modes go anyway), but that's way too much. I should never see it more than once, maybe twice a game. While I would love to see Hoth 1 get a "real" mode of its own (Tauntauns / Wampa?), if that can't happen then require the video mode for that, but then have the rest give the choice, much like GoT or ST:TNG do. With or without consolation points, I don't care. If you decide to play it later, you have to requalify it. Also throwing in a floating extra ball or other rewards would be a pretty cool incentive to play it.
A/V priority tweaks...especially for the planet multiball mini-wizard modes. Tie fighters or hyperspace should never step over a wizard mode. I would say if there is any other mode (but especially planet multis) going on, move tie fighter hurryup/bashing and hyperspace countdown to the small screen. That way the info is still there to stack effectively, but it's not burying something more special.
Make a bigger celebration for finishing a planet. My suggestion would be when you hit the "kill shot", have the machine kill the flippers, and launch into a big celebration while the balls are draining, then relaunch the balls for Victory Multiball. Think the end of Cherry Bomb in GOTG, join the Cirqus in CV, and others...even battling the Emperor in SW if I remember right? As it is now, in the heat of an intense multiball, sometimes you do not even realize you blew up the Death Star or took down Jabba's barge. Killing the flippers gives you a chance to savor the moment, watch the DS explode. It wouldn't take long...just a few seconds and then launch into Victory like a boss. If you had anything stacked, that can carry in as well. This would truly make for a special fanfare "moment" when you beat one of those modes (which isn't something I do all that often..getting to them is one thing, beating them is another...for me at least!). Some people may not like the interruption in flow, so you could even make it an option in the settings.
I go back and forth if I want a way to pass on or "escape from" Light Saber Duel. It is such an amazing mode, but once you are in it, you are stuck until you finish it, time out, or drain all your balls. Way too often I have gotten stuck on a shot and ended up spending my whole game locked in. Since getting better at the game, this is less of an issue, but it can still be frustrating some days...especially if I was close to a planet multi. Not sure how to handle this one, but maybe at least giving the option whether or not to carry it over to the next ball would be nice. If you opt-out before it's done, you need to completely requalify it before trying again...so that would give the decision some weight if you are going for the Emperor. (Edit here: The longer I have the game, the less I see this as a problem. Amazing mode...play better to not get stuck. Maybe have an option setting...default as-is carry-over, or "hard" which makes you completely requalify it if you drain during? Not sure if that's the harder setting or the easier one, LOL. Depends how you look at it..."LSD jail" vs harder to get to the Emperor.)
Maybe help clarify mode shots a little better in some cases...especially the planet modes. I still get a bit lost in some of them, like Escape from Hoth. I'm never sure what shots just build points vs what shots progress to finishing. (Edit: OP above mentions better use of the small screen and I agree. One mode with perfect use of this screen is Rancor. More of this would help. Most modes are very clear, but some (Hoth) get confusing).
Would love to see more end of ball sequences and stuff like that. The game needs more Chewy and Jabba especially. But that's minor.
Maybe the max shot multiplier could be nerfed a little as that does get pretty crazy at 40x. I do not mind it, but I know it drives some people nuts. My argument is the game can be completely enjoyed while ignoring the multipliers. I'm more of a progression guy than a score guy anyway (if not competing). But I can see some of the annoyance. I'd be ok with the max being lowered even down to say 10x. That's still a huge multiplier compared to most other games, and worth going for, but not a complete game changer if you choose to ignore them. I don't know...just thinking out loud here to help a complaint that I hear about the game. It's not something that I personally really want/need changed and it wouldn't affect my enjoyment either way. I mean...a HUGE 40x cash-in does feel good...but realistically so would a 10x if that was the max. And either way you will kick yourself when you accidentally slop into the video mode without having the multiplier on it! LOL
I'm sure there are other things that could be tweaked, but this is just my wishlist. Honestly...I love this game just as-is. This stuff would put it over the top the way Dwight's last GoT tweak did for that game. I'd love to see at least some of these, but if not, it's still awesome right now.