I'm glad you enjoyed the run. :)
The crafting places will eventually be mitigated by building in v0.5. I've been pushing the implementation of a global god skill for a few weeks now, where you would be able to teleport into any known location at the cost of all or most of your stamina. The world is significant, and such fast traveling would help with base setup, materials, and crafting. I was hoping to have it by now, but bugs first. :)
The scissors, it might be that the chance to drop them is too low now. I've been tweaking it a bit, but I guess not enough. I'll see how to improve that.
I'll add the ability recycling to the list, shouldn't be too hard to do after I add... pages... to the book. :)
Light in the game is a component and can be assigned to any entity, so adding it to a "fire" entity that occupies a tile, deals damage on entering and so on, is doable without code changes. It's more complicated with animations because they require light recalculation always instead of after a move, so there would probably have to be a separate system that would handle these. I wanted to rework lighting to be able to have different colors too, but that's far away. When I can get to it, I'll try to factor in the animations also.
The view, #1 might be ideal, but I'll have to check how much work it would be considering the camera moves with the player move animation. Unless something like "press caps" and w,s,a,d moves the camera and allows to do other actions, but if you want to move again, the camera moves back. Might require some thought and experiments. :)
For the v0.3
I have rain on my list, but I skipped snow for now, mostly because it would be more fitting to add when there is some snowy region created for the game. I had a thought recently about the changes that could come out from abilities. Fire is rather simple, we burn stuff. But maybe poison would be changed to nature and nature spells could restore trees and other burned flora? Similarly, death would cause the environment to rot, but holy could combat that effect and eventually push it into "sacred ground". Not sure yet how much of this will ultimately make it into v0.3, but this would be very cool to have.
Also for destruction, imp and his fireball will be dangerous in the forest, but I don't know yet how much I want the fire to spread. If a single tree catches on fire and there is a couple of grass tiles nearby, it will probably end up burned, but won't spread across the whole forest. There probably will have to be some improvements to AIs, so elves could do something to save their trees or villagers to their huts, but the overall destruction might be hard to combat for them before v0.5 and building.
Ideas for abilities are always welcome. :) I can't say I'll be able to implement them all, but at the very least I'll try to code necessary settings to be able to add them through modding.