Oki ... i know this is more speculation at this point cause the team is only "thinkin'" about it
buht here is what i would answer to these...
1. shouldn't be as part of the format, but should have a package format for contained media that it uses.
2. probably will have these in the forms of a sprite format, which you can actually do now within any version of DarkBasic
3. as Entities will no doubt be setup similar to BSP worlds (script language) which your game understands, this will probably be upto you to setup
4. there is no point in this, the whole point in a world if to you give you a genetic size to model to, not the other way around!
5. this will be done with decals which projects textures using sprites rather than using any polygonated model.
6. i doubt that dbw will use lights unless DBS add support for HAL DX9 lights. Look more at using lightmapped lights - you can actually do some quite good effects with dynamic lightmaps.
7. this is a job for the programmers, however if they add entity scripting you should be able to make paths with that

8. it will no doubt have this, but there will be no need to DBS to release that information as it will be predetermined by Pro
9. Again a job for Entity Scripts
10. No doubt the team will be working on a form of collision detection of thier own - and probably allow us to access the world polygon data manually as well so that we can create our own. But expect to use a command like
SET DBW COLLISION ON and then check for collision in the same way as present like
DBW COLLISION HIT([player],pdbw world number]) that is dependant on IF they add support for multiple worlds, which they probably wont for obvious reasons.
11. this will no doubt be pre-calculated and part of dbw's built in collision.
12. again this is Entity Script domain

13. Bot Paths probably will be precalculated based on the geometry of the dbw, however this is a job for the programmer and Pro
14. this will probably be a standard entity, no doubt put within the SDK to show you howto use the Scripter
I think most of what people want should actually be far from thier grasp ... for low level things like texture projection i think that you should be give access to the DBW memblock (using a second one would be suicide on low memory systems)
giving the users access to the geometry is enough for any needs - everything else should be handled with a scripter language.
shaders for surfaces would be a nice addition though, also scripter language for this would be good (^_^)
no one learns the scripted events (called entities) very well within most of the current BSP formats, but it is one of the best ways to give the users access to something without giving them access to the format itself and actually making the users life much easier
Anata aru kowagaru no watashi! 