I know you're not working on palette stuff right now, but I was just fooling around with SCI Viewer here and I noticed that in the colour palette cycling animation feature, you can set two or more isolated colour selections to cycle through with the use of a comma. For instance, in SQ4's title screen the colours 128-159 cycle independently of colours 160-191. But they're also cycled backwards through the palette rather than forward. So in SCI Viewer's "Colors" field when viewing 1.P56 you'd enter:
159-128,191-160
And the colour cycling animation would appear as it does in-game. It would be useful if this preview feature were also in SCI Companion. Also, I had another thought. It'd be easier than entering exact numbers if we could select a series of colours in the palette manually with the mouse (much like text in a word processor) to cycle and Companion would create the palette entry number sequence from that. Manually typing in the numbers in a text field a la SCI Viewer would also be handy, though, as well as it doubling as an output feature which we could quickly extrapolate which palette entries are used in the cycling so that we can more quickly enter them in a script.
Also, if possible please add an optional checkbox for a palette entry ID field to each block of colour so that each colour has its palette number inside the box. Or even just have the numbers beside or beneath the colour. I hate having to count rows, multiply by 16, and then subtract backwards from the last entry in the row to get the colour number lol.
EDIT: Also, I just realized that in SQ4 the "IV" is actually a VIEW but the colours are still cycling. Would it be possible to, in addition to adding VIEWs to a PICTURE when editing it (as we already can), have the colours of the VIEW cycle along with the PICTURE? Or even implement colour cycle previewing in the VIEW editor as well as the PICTURE editor.
Just typing this gives me another idea. What if we could add as many VIEWs (within reason or memory consumption economics) as we wanted to a PICTURE when editing and then click a button to generate a SCRIPT or code blocks which would add every item we've put on the screen into the PICTURE's room SCRIPT with basic info like X/Y location, Loop/Cel values, and Priority value? This might make it easier for some people (especially newcomers) to build their game rooms quickly. Extra info like animation and moving an actor across the screen would obviously be scripted manually, but it'd be a great starting point. You could even do this with other handy room-related things like background music or sound effects with "play on entry" checkboxes or something akin to AGS's interface.
This is all stuff that could come after the actual important features are implemented, though. I'm just brainstorming here. Hopefully I'm not overwhelming you lol. Heck, this doesn't even have to be in the Picture editor (although that'd be easiest). You could create a sort of Room Preview feature which you could add the basic ideas I've listed here among maybe even more, which could then be exported to the SCRIPT. Maybe it could even read the current SCRIPT and extrapolate a preview from it, again with only simple features like actor/prop X/Y locations, Room music, etc. Conditional expressions and other more advanced code blocks would just be ignored. You might as well rewrite the whole interpreter if we were to go that route.