We're going to add point light shadows, but they are significantly more complicated than just spotlight or even directional light shadow mapping. Basically a shadow map can just use a single texture since it's directional. because point lights generate light in all directions, they are essentially dynamic cube map shadows - so you end up having 6 shadow maps generated (ie one for each direction) for a single light.
But with that said, we definitely will be adding them. As well, I'd like to move to a full differed lighting system that we had implemented internally (ie the codes' there, already done), as this will help with some of the performance issues with having a lot of lights in an environment. Of course differed lighting has it's own issues but the tradeoff is worth it in the long run. But having said that, it's all experimentation - we may end up having multiple options for the lighting system (ie differed / non-differed) and so on.
I like the idea of modifying an entire sound class's frequency at once - definitely makes sense for things like underwater, or the 'muffled' sound that some games have after an explosion goes off nearby, that type of thing.
For the engine RPM's, basically what I'd recommend is having a couple of engine sounds - low-rev / medium-rev and so on. Set it up so that when the engine rev's higher than a certain amount, switch between the various sounds, and use the frequency adjustment to handle the 'in-between'... you could blend between the sound switches using a seperate 'gear shift' sound or something...
dunno, might work ;}
We do have doppler available in for any sounds 'automatically' - check the 'properties reference' in the docs. No need to fake it.
http://www.gamecore3d.com/docs/properties/soundGetting and setting mass isn't an easy one, simply because ODE has it's own internal world and simulation that it runs...and it's not the most flexible at the best of times, but can see if it's feasible.
It doesn't really make sense to be able to adjust an objects bounding box though - their bounding box is what it is - ie covers the bounds of the model, and is updated based on the animation pose etc. IF you want to be able to adjust a physics object's size, that would be different - and would probably just use a standard 'box' object and be able to manipulate the size, but again probably won't work.
ODE runs the physics simulation, trying to keep objects stable, handling collisions and so on - if you suddenly adjust an object's size, it could dramatically break the physics simulation in all kinds of horrible ways.
What you might want to do (and something that I've had working before) is have multiple collision objects in a model that you dynamically enable and disable on the fly to adjust for different conditions...but then again I don't really know what you're hoping to achieve with this so I'm just throwin ideas out ;}