A few more suggestions, mon.
For Deaf'd Jetty's, make it so in every mode but Adventure, they'll still shoot bullets/bombs. That'd make a great replacement for the monkey bots in Emerald Coast
In light of the new Script feature of the new headers, I had a grand idea I thought would be possible: Real-Time Cutscenes (This ties in with the Ignore-Player-Input special I formulated). However, right now, it isn't possible, but with a few addition of commands...
Commands that plop in a new node: Like, (INSERTNODE). This would insert another completely controllable skin in the game. This would be marked with the usual PLAYER 1 mark.
Commands having to do with Sonic's movement: a441 already knows of this suggestion. These, accompanied with a value, would move Sonic. Like, for speed, (PLAYER_x_SPEED 128), where x being the number player that has to be controlled. 128 would be the maximum speed at which Sonic would run (Though he will still comply to his expected running speed).
Then there's distance (PLAYER_x_DISTANCE 64), with 64 being the number of units Sonic has to move. A negative number can also be defined, like -64, where Sonic would move 64 units backwards. Positive numbers would obviously signal for forwards movement. The SPEED variable would determine how fast he would go at maximum, so he'd still accelerate.
Next comes turning (PLAYER_x_TURN 644416), with 644416 being the angle at which Sonic has to turn. A negative number can also be defined, like -6635, where Sonic would turn right (In his perspective) to angle 6635. Positive numbers would obviously signal Sonic to turn left.
Then comes miscellanious, like (PLAYER_x_SPIN), where Sonic would spin, (PLAYER_x_JUMP), where Sonic would jump/thok/otherjumpspecial, and (PLAYER_x_THROWRING), where Sonic would throw a ring.
This would provide for extremely basic movement, but it'll do fine for cutscenes. If they're able to be combined (Like entering the distance and turn one after the other and Sonic would move while he turns), that'd be even better :P. It'd also be useful for practice bots
Console Command that determines placement of text area: This would control where the text area is. Kinda' similar to the ini-like command that has to do with cutscenes where the text area was defined. (TEXTPLACE_X 5235) or (TEXTPLACE_Y 423), perhaps? Values of 0 would place the area's position back to normal
Console Command that determines width/height of text area: Also similar to the ini-like command that has to do with cutscenes. This determines the width or height area that the text would appear so it wouldn't be restricted to such a small area :P. (TEXTWIDTH 545) or (TEXTHEIGHT 323), perhaps? Values of 0 would return the text area back to normal, so if there's to be anything smaller, negative numbers would be used.
Wav sound support (Console): Kinda similar to taunts. When specified in the console (PLAYWAV LUMPNAME), lumpname being the lump where the wav is stored, SRB2 would play the wav and not loop it. Useful for cutscene voices
Camera stop: A console command (CAM_STOP) completely stops camera movement, as if it was static. This would allow for players to run out of the camera without being followed. (CAM_START) would be the polar opposite.
Camera focus on certain player: A console command (CAM_FOCUS PLAYER_x) would tell the camera to focus on PLAYER X.