Hey, there you are Sugares!
Kra makes a good point: especially when more than one PC is mining or crafting in a way which a player would expect to hear noise or so, the dearth of accompanying din does rather stifle the immersion. When Harnie's is surrounded by hustle and bustle, hearing the clamor of hammers and hissing of quenches would help indicate this to the player.
After all, that's the reason we use an audio-video environment for our RP.
As I told Sugares, I'd be more than willing to grab a mallet and smack it against a piece of track rail myself. In fact, submitting the request for a list now — or, i would, if the main website weren't down.
2) Animation timing. Since for whatever reason the developers thought it would be a great idea to not base all the races on one singular base mesh and skeleton, now everything is tooo000Oooo diverse and every animation is completely different. (hence races and sexes are missing)
Well, they don't all have the same skeleton. Some probably could use the same one, but think of the Kran and the Klyros.
It's not really a problem, though, as you'd either be adding triggers at the suitable moments in the animation sequences or running a concurrent script which was synchronized accordingly.
EDIT: Upon consideration that some might say “This is something which one would expect to see in the completed product (

)”, perhaps we should expand this topic to include ideas and discussion of the kinds of sounds, how obtrusive the should be or how obnoxious they shouldn't, whether we want pre-made sfx or fresh foley (preferable IMHO), and lists of the events to which we should have sounds (including any that the developers have already assembled) ... and, go.