On the subject of skills/development, I think this mod (and Arma in general) has enough of a learning curve to not need a skills/points system. The fact that you need to scrounge/kill for everything is more than enough, and is more true to the game concept/gameplay style than spending points creating a character. Imagine servers where half the sideline chat was stuff like "Lg grp in chrno LF healer". As it is now, if a group wants to designate roles, they can by sorting gear between themselves. On a similar note, I think you should keep things in the game implicit, and avoid having documented objectives. The seemingly-by-chance discovery of the radio was an amazing addition that not only sparked incredible debate (and showed off some of the community's more esoteric skills), but was a huge addition to the overall atmosphere of the game. It's a great item that could be used (maybe later) for communications with a team, or that could lead to finding our what happened in the DayZ world. Imagine looting a town and finding scraps of newspapers, bulletins even love letters and piecing information together like a backstory, or even a hidden family cache outside town! It leads to much more organic gameplay than having a list of objectives, and gives the player the option to act whether they want to or not. Also I definitely agree with Aaron: you've shown the viability of this idea, get Bohemia's attention!