I have found a cfg file with a Quake-like bind system, so perhaps there is hope. They don\'t use the exact same syntax however; does anyone have any experience with this?
On another note, most of the buttons on the toolbar aren\'t needed often. So it\'s not a real bother to have mouselook on permanently. You could use some special key (Esc or middle-mouse-button would be a good choice) and pop up a menu wherein mouselook is temporarily off. The function keys could be shortcuts to the relevant submenus.
Selecting an entity without doing anything is very rare, so the left mouse button could be run/walk depending on preferences. Right-click could pop up the contextmenu. Note: in another thread someone suggested using \"Attack there\" etc. commands instead of \"Attack\" etc. That would make you run to the entity and e.g. attack it. I don\'t use backtrack and sidestep that often; that\'s more useful for shooters, but if you need it, you could perhaps use drag-right.
I don\'t think you would need go-where-I-click that much, although if you want to talk while walking, it might still be useful. I still think double-click-left would be okay. If anyone has suggestions on improving this system, or on actually implementing it someway or another, please reply.
*edit* Can someone explain to me what\'s needed to reprogram the UI? I have programming experience. I might also be able to do an interface mash-up, i.e. a demo of what the interface should/could look like / how it could function without an actual working Planeshift. Just enough to get the idea that is, so that the interface programmers who know what they\'re doing can use that as inspiration.