A few more.
- Allow reserved tasks to be overridden by closer colonists. Say a fire breaks out with one colonist next to the fire and the other colonists across the map hauling things. Since firefighting is priority one, they almost immediately try make their way to the fire, but the one colonist already finished beating out one tile of fire and can't fight the rest, which is burning down valuable furniture. Since the one colonist is there available to fight the fire, he should be allowed to override the task reservation of the other colonists to prevent as much damage as possible.
- Alternatively, allow multiple colonists to work on the same task on the same tile/entity (with some exceptions like research, equipping, hauling, etc.), like how multiple wardens can be talking to one prisoner at the same time.
- Add a minimum stock requirement to hoppers, preferably configurable and default to 50% capacity, before a colonist with the cooking job attempts to refill the hopper. This will save valuable time in that a colonist with the cooking job won't have to come refill the hopper with 10 potatoes each and every time someone gets a nutrient paste meal, while still keeping the hopper from going entirely empty.
- Allow colonists to pick up partial stacks to carry a full 75 when possible. For example, there are three stacks of 50 metal next to each other. From my observations in Alpha 1, the colonist won't pick up any more if the total of both stacks is more than 75. In the pre-alpha, they made more efficient use of their time by picking up that 50 and another 25 from a second stack, requiring only two trips instead of three.
- Prevent a task prioritized by the player from being interrupted by the colonist's job priorities or needs. In Alpha 1, a hungry colonist constructing a nutrient paste dispenser will stop building it and try to eat raw food after the player told them to prioritize building the dispenser.
- A constructable and unrepairable target dummy you can order drafted colonists to shoot at or melee attack, to help build their skill levels. Perhaps 1000 HP or so, and passable-only.
- Make circuit fault events require a wall to be at ~60% HP or less to happen. My repair team keeps these walls pristine and they suddenly can't explain why there's a big hole in my armory.