Moonshine,
I can't think how they did that! - sounds very complicated. Unfortunately we don't have a lot of control over meshes in DBPro

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Simple,
Consider it done, I somehow got the vert dragging perfect, so I'll use the same scale (basically 1 pixel movements). There will be vertice snapping and grid functions too. Edgeloops might make an appearance too, once I find out what they are.
Falelorn,
I'm not sure about mouse controls yet, right now you hold both buttons or press the third to move the viewport or rotate the 3D view, right mouse click and drag to zoom in or out. I'd like decent 3D viewport controls, so I'll probably remap zooming to the scroll wheel if available, or bind it with the shift key to free up the right mouse button.
ESC,
A drag box is in the pipeline, I've been putting it off because it'll be quite tricky to code - but it is an necessity. I was planning on adding the standard primitives, but give control over polycounts etc to the user, a geosphere should not be a problem. I'm thinking of as many polygon splitting methods as I can, so a bevel might appear. One thing I plan to look into is more intelligent splitting, so you could, for example - delete a polygon and every vertice in the poly could shrink to 1 point and become 1 vertice. I'm not sure what you mean by tip extrusion

- is that like you'd select a polygon then split it into 3 and extrude the new vert to make a spike (if so we're already jamming).
Guyon/Indi,
You might not believe this, but I did that in DBC about 2 years ago, it's perfectly possible in DBPro, and I'll look into it. At most it'd probably be a 256x256 image, but great for doing rough layouts of your texture map that you can save the image and rescale it to suit. You'll also be able to save the wireframe UV map as an image too, like in Lithunwrap.
Stu,
I'm going for a straightforward and neat gui, so the right mouseclick will be used for a sorta quick menu, like in max. I think I'll put all the selection tools (most of them work on the selected vertices already) like mirroring, splitting, deleting, welding - all that stuff that get's used so much in low poly modelling.
Thanks for all your valued input guys.
Van-B
My cats breath smells of cat food.