1) A translate bones tool that works the same as it does on frame zero on any other frame. I.e. grab the tip to scale/rotate & the pivot to translate.
2) Parenting that actually imparts a constraint input (global change). Or any degree of parenting and constraining actually interacting, other than unexpectedly.
3) A constraint menu that has a) scale and position constraint limit like it has for angle, b) the option to choose which output is constrained to which input. I.e. I'd be able to select a bone for the scale constraint like we can now, but then I'd also be able to select which manipulation (trans, scale, rotate) this scaling would get its value from.
4)As many animated features as possible.
It means there are many attributes or properties that can't be animated. I agree with that one. Anything that can be changed on frame 0 should be able to be keyed or animated anywhere in the time line.
Anything that can be changed on frame 0 should be able to be keyed or animated anywhere in the time line.
Exactly.
Today I was thinking that I'd also like to be able to lock a bone to another bone instead of being stuck with locking it to its global position.