I had a few thoughts on the UCGO. It's a fantastic idea, of course, and coming from Dan is sure to be very well done. I had three main thoughts, which may be covered in the docs/SDK, but here goes:
1. What are the possibilities of increasing the number of cargo "keywords". It might be good to have more than one type of fuel. Also "hydrocarbons" may be good - there are oceans of liquid hydrocarbons (mostly methane and ethane) that form on the poles of Titan each "winter". Also, what happens if a cargo has a "keyword" not on the list? Is it treated like a generic (non-consumable) cargo and the keyword retained? This would allow other devs to expand the "inventory" without needing to constantly update pre-existing vessels.
2. Perhaps also a larger size cargo as well? Something along the lines of a standard shipping container (like a XR-5 payload or TEU)? Then someone could develop a "rack" that could store a few of the smaller size containers (for visual purposes I'd recommend having some sort of curtain for the sides, this way when the curtain is closed the meshes for the DGIV cargos wouldn,t be needed, and it wouldn't look funny when you stowed the larger unit). This larger size unit could also include a "passengers" category, for transporting "tourists" or whatever - without needing to load and unload 50 - 100 UMMUs!
3. This is probably answered in the SDK, but is there a way to transfer a cargo directly from one vessel to another? This would enable custom made forklifts and cranes. For instance, a truck pulls up with a couple cargos. You pull a forklift up to the truck, position it (unfortunately no collision, but that's what imagination is for!), then switch to the truck, select the desired cargo, and transfer it to the forklift. The forklift takes the cargo to the loading area and sets it down. Then an overhead crane picks up the cargo, posistions it in the DGIV cargo bay, and transfers it to the DGIV.
Just wondering, and anxiously awaiting this new toy like a kid before Christmas!