For me, the big-ticket issue is getting my game finished, but let’s but that aside for the moment.
Coming back to TADS after twenty years (where did the time go?), I still feel the biggest impediment for me is documentation. It’s not that there’s not enough of it; it’s that there’s so much, and knowing where to find what you’re looking for can be daunting.
Too often I find myself having to dig through the library source to understand exactly how something is meant to work. I plainly recall going through the same process 20 years ago. That’s why I asked about a recipe site, and why I started the wiki just to get something going.
I’m using adv3Lite for my new game. It does a good job of simplifying the original class library, making informed decisions about corners that can be cut to simplify coding without sacrificing game play. Removing postures, for example, or the simplification for containment and surfaces. I’ve done a little NPC scripting, and that seems easier too. I’m sure for some games that’s a deal-breaker, but it’s not for mine.
(I confess, I do worry that I’m going to get 90% finished with my game and run into some aspect of adv3Lite that it lacks, but could be done trivially with standard adv3. We’ll see.)
The bulk of the time I spend fixing “difficult” issues is related to handling actions. I’m still coming up to speed on the verify/check/action/report cycle, which is even more complicated when dealing with transitive verbs and indirect objects. I’ve started to wonder if there’s a way to ease the most common cases, either through macros or a small side-library that sits on top of adv3/adv3Lite.
I don’t know that I’ve seen your action response system. I would be curious to know more, if you can post a link.