1/ The main OXCE+ thread contains a changelog. Not great, but better than nothing. Forum search can also help a bit... or just ask around. Existing mods also showcase tons of new features.
2/ If you were to request a feature, just make sure to describe what you want to use it for... I don't accept features without a use case/scenario...
... because most of the time there are better solutions, or even existing solutions.
3/ Also, I strongly prefer making new features for established modders. I don't make features for completely new people (generally speaking, not addressing you directly), who didn't try modding yet and are just letting their imagination loose... such features either never get used, or hurt the engine more than what they're worth.
There's tons of features available already, I suggest working on your mod with the features that are already available; and after you find out that you like this sh*t and want to dedicate non-negligible time to it, we can talk about requests.
Yeah, I found a page that is incomplete on the wiki, and even that has answered a few questions I've had up to now, including that of the molotovs.
As far as feature requesting I would definitely do so. I understand how as a developer you can't just make more work later on down the line (what with adapting old code to new code when related things are updated or replaced) by taking up requests or adding things of questionable utility or use. I am also used to the common presentation that people in the zdoom community do for their feature suggestions; generally an example that'd work with the feature in-place or a long description of the finer use of said feature.
So, I do have a question again... What is the extent one can modify or add function to the psi-amp while keeping its primary vanilla functions intact? If I wanted to give it a more traditional "attack" with damage, would I pretty much have to hijack the melee attack? I kind of want to put psychic attacks in in general to balance out psychic aliens.
(good example for why: if there are less overtly "wipe out your whole squad" level psychic enemies initially, they both set the player up to think they aren't a big deal and prepare the more wary players for the actually high ranked ones.)
A minor second question also: is there a method to have weapons with finite, integrated ammo that do not get consumed or disappear when emptied?
And one last thing: No offense taken on the thing about established modders.
I may have a mod already but it's in resources for a reason. Compared to most of the big mods out I kind of have more faith in it being useful as a pack of assets than a standalone mod at this point. I have a hell of a lot of work to do.
EDIT:
Is there any method one can use to make attacks that do not have LOS or projectile logic at all? What I mean is an attack that targets like the mind probe or psychic attacks and only requires the unit to be visible in the battlescape to at least one allied unit. Ideally this could have a succeed/fail chance rather than traditional accuracy.