To summarize, it overwrites the standard crafting convo and replaces it with a few more useful options.
Jump To Core (Module Starting Location)
Jump 5 Meter (Uses facing Direction to more PC 1/2 of a tile forwards)
Toggle Invisibility (Cutscene)
Toggle Speed Boost
Force Open Nearest Door(Disregards DC/Specific key)
Flag Traps (Product of my MMT testing over and over)
Disarm Traps
Delete Nearest Placeable
Kill Hostiles on Map
Adjust Camera Height(up to 50M above the ground)
Normal for my height. (Normal for Racial Height)
Ground zero. (Just above ground level)
Increment Camera Height 0.5 M (Increase Camera Height up to 50 Meter's above ground level. Attempting to exceed 50 reset's it to 1 meter)
Decrement Camera Height 0.5 M (Inverse of above)
Increment Camera Height 1 M (See 3)
Decrement Camera Height 1 M (See 4)
Main (Link back to main menu)
I also want to go on record thanking Diademus(who pointed it out) and The Munchkin Lord who's Camera Control 1.0 got me looking at adjusting the camera height and actively improving it.
Yep, those lighting options were used extensively when I was testing sets.
It is amazing how many bugs lurk in the day/night or night/day transitions. And of course, just being able to flip the switch from night to day and back was very useful.
Beyond that, the most used tool (other than the actual bug reporting tool) was the jumpboots we used. Nothing special, just allows you to jump across areas that are blocked with bad wok's etc. or to quickly jump from the bottom of a cliff up to the walkable ground above etc. You almost have that covered with your 5 meter jump, but we were able to jump much farther than that. Just point and click, and away we went.
We split those different script abilities into different items that we quicksloted. That enabled us to have say, the boots, just do a single thing, click the boots in the slot, click the location. The day/night stuff was applied to a ring along with a few other menu items. And or course OMB's magic wand to allow us to do MANY things with regards to the actual bug reports we were generating.
For area location movement, Asgraf came up with an idea whereby you place a single, invisible placeable in each area you create. Then when module starts, it reads the location of that placeable and adds that specific area to a list that you could jump to. So, not just jumping back to your 'core' area or start area, but actually being able to pick from ALL the areas in a mod and jump to that placeable. That was VERY helpful, didn't have to worry with connecting doors/transitions etc, as that wasn't what we were testing, or even if we were testing for that, it allowed us to stop, and log back in later then jump to where we last were even with a server reboot inbetween.