1. Instead of typing in a class number, simply have a drop down menu with all the existing classes so players can pick what the item is like without having to recall numbers (but leave Class Level, as this is easy to understand)
2. Add another tab: Details
3. In this tab, add in some 'catch all' options. These are options that only appear when selecting a certain item class for the drop-down. For example, if a custom item is set to "Arrow" that such options would be damage & rate at which its fired.
4. For magic, the options would be damage, whether it can be reflected by enemy shields, and how much magic it can consume (and make all other items that currently consume magic by default have this option too, such as candles, magic wand, etc.)
5. Each item should have a drop-down list of weapon flags that it can trigger. Perhaps it has slots for 3 flags. This way, you can make a custom arrow that triggers both arrow flags & burn flags (a 'fire' arrow of sorts)
6. For recovery items, the catch-all options would include how much life & magic it fills up. This way, you can have custom potions, perhaps a new one that fills both life & magic at once!
7. For an item with the 'sword' class selected, the catch all would simply be amount of damge it does to enemies.
8. Item Name...this isn't really what its called in the zquest item list, for sake of ease, but its what name appears for the item in the item subscreen and perhaps in the data panel at the bottom. This is nice for custom items to have some sort of label.
Also, aside from Item suggestions...make it so that push blocks slide when they are pushed onto 'ice' flags. In other words, the block keeps moving until it completely covers the space next to it (unless that's also an ice flag)