@RubiconDeision
Oh, I am so glad to see someone "thinking outside of a box" about ITWE! I had my own share of more or less crazy ideas that could be possibly implemented using ITWE... That could possibly enhance gameplay or even in some aspects, change it!
For example (I haven't asked if these are even possible):
a) Singular towers in custom maps, RTS style

A tower that would be placed separately on a map, manned in much the same way M2TW towers are - by placing a unit close to it. This could bring a lot of tactical possibilities, creating a vital strategic advantage for its' owner.
If this is possible (I recall m2tw engine requires a functional wall for a tower to function - maybe this could be bypassed by creating collisionless wall, or even placing it underground?), besides the abovementioned application (funnier multiplayer maps, custom locations in certain campaigns), potentially a tower-defence mod could be made. How? By creating campaign map with two adjacent setlements (TATW Osgiliath style), with multi-tiered tower circles instead of walls, destructible buildings slots... and voila!
Ambient buildings could no more be an eye-candy, but points of vital importance, as firing slots could be placed on them.
Not to mention much more freedom in creating an interesting settlements.
b) Destructible campaign map resources (infrastructure)
Here, even crazier idea. I've been wrapping my mind around idea of upgradable towns and villages and other campaign map infrastructure (based on mines mechanism). But what would make it even more awesome? If we could actually see them on the battle map and then... fight over them or destroy them! Much like in ETW. This could give wars much needed depth, instead of a simple "capture enemy settlement and you're done". Well, we all do remember the ancient wonders from RTW - if this feature still works in M2TW, this could be a gateway for this innovation. Or maybe- just maybe, it's possible via stone forts mechanism? Don't know, I haven't read that much into it. Another thing is whether they could be destroyed in battle, with consequences of damaging the building on settlements building list.
Obvious application is making small villages and fortifications that actually are a part of regions economical and military entirety.
c) Non-artillery units that could destroy fortifications and buildings.
Does it need more explaination? More arcade-y gameplay or specific anti-fortification units that aren't artillery. Burning enemy cities while capturing them, just from pure shadenfreude.
e) Completly overhauled city rebellions
Another "what if". We all had these annoying and sad times when public order drops to zero and population revolts against its rightful owners (us). But what if we could place enemy deployment zone...
Inside the settlement during rebellion? Imagine violent and ruthless fight for every corner, every street and a final struggle for a capture zone in the very center of a settlement.
e) Bringing back RTW "view settlement" feature
Enough said
f) My private obsession... Playable wagon forts!
This is an idea that I actually know is possible. And I know how it should be implemented.
Interlinked wagons that could constitute a single wagon-shaped wall, making it possible (and important) to deploy troops in a right place on a right time. Coupled with c) feature, this could allow for more or less realistic depiction of wagon fort defence. I read a lot about central-eastern Europe's medieval/early modern warfare (especially Hussite Wars) and it fascinated me. Defender had to carefully watch and deploy his limited troops in the most endangered spots, fending off the attackers and preventing a breakthrough by a quickly closing in enemy, sailing forth whenever possible or to finish off the enemy. Attacker had to play cat and mouse with defender, either rusing him to sally and expose himself or faking attack in one place, just to quickly exploit a hole in defence and attempt to break in.
Yeah, thats enough for my wishful thinking and crazy ideas.