I was not sure where to put this, so I guess "Misc" would be the most appropriate.
So, many engines have mapping features like BSPs, solids, etc, which I doubt I really need to explain here as they're incredibly basic, but they're generally regarded as old and outdated, useful for really just blocking in your levels.
These days, its not recommended using them for level building, but to instead create models with modular variations to create levels using minimal resources. That makes sense, considering how much you can get out of the method, but it's far more tedious and requires more real-life resources (people, money, etc), as all the required skills for development with time constraints need to be spread across a few people. Dedicated modelers, people who can texture, build the level, etc. Some people can do all three really well, but it's more likely you'll end up with at least one of each.
Though the method is outdated, Constructive Solid Geometry (which I believe is the more broad term, though I could be wrong) makes it so easy to build a level without usually needing to make separate models, just textures. Skyline has the basic geometry in its library for basic shapes, which can be used similarly to BSPs or Solids, but it's not as flexible as CSG features tend to be, and that still would not solve all the issues that come with using them.
So, what I'm asking is if it would be possible to incorporate basic modeling features into Skyline to achieve a middle between CSGs and static meshes created externally? I don't know at all how complicated it would be to do that, or if it's something already somewhat implemented, but I think it would definitely set Skyline apart from most engines by eliminating the need to model outside of the engine for static meshes, except for complicated pieces.
I might be just talking crazy here, though. Ignore me if I am.