I have a couple suggestions as well.
Suggestion 1:
You could always make some elements models after Hyrule Magic. For instance, you could place visible labels on entities like teletransporters like code (A0, A1, etc). Currently, in my maps, I use sprites of actual letters I added to the tileset, placed them on high layer, made them dynamic and disabled them at start. In Tunics, this is done as well but by using dynamic tiles of enemy icons and such in the tilesets. However, the only way to identify stair, sensor, entry, destination, and switch entities is to double click them. Giving entities a visible 'in-map editor' label will help streamline editing in my opinion. Or simply hovering the mouse cursor over an entity can produce a brief tooltip you edit yourself telling you things like its name and, depending on the entity type, it's connection to other entities if it has any. In the case of teletransporters:
Name:
to Map:
to X:
to Y:
Transition:
This tooltip tells you everything you need to know about the teleporter without ever needing to click on it.
Suggestion 2:
How about a user-interfaced HUD editor? Players can visually create the HUD in the same manner as the sprites and tileset. The entities and sprites for the HUD can still be placed like they always have been within the editor, but a separate section would allow you to add and remove elements to and from the HUD like hearts, magic meter, how many items players can use (up to 4), the action button and the main weapon (sword), Ruppe counter and icon, key counter and icon, clock (if one wants one), and text names for areas, rather than having to manually create the HUD from the LUA engine. This could also be applied to the menu(s). Just add a new menu (which would be a folder) and within it, the icons needed to display it, and their x, y positions. All of which could be called upon like the menu is currently by LUA.
Suggestion 3:
Autotiles. This would probably make map editing a lot faster for users who still prefer the RMK method of map editing. Now I understand that this might be more difficult than it seems but in my opinion, if it could be pulled off it would be amazing. being able to gran a shallow water tile (8 x

and the ground shape around it would speed up map editing. This feature could be turned on or off at any time to allow fine tuning of map editing, such as being able to create specific mapped patterns or decorations, and place roads in confugurations not possible with the autotiles. I just feel more comfortable being able to click and drag the mouse over an area with an autotile and the tiles arrange in specific patterns according to how they are configured. Autotiles can be entities that use the tileset, but can be determined by the player, and displayed in a submenu within the tile editor section. You could have the autotile editor include decorations with a random factor that seeds random decorations the player determines such as flowers on green ground (or yellow ground), rocks on dirt soil, or diamonds on mountains, and how often they appear while 'painting'. individual tiles can still be resized, copied and pasted as before, but you can switch between a paintbrush (or autotile) tool, and the current map editing methods if you like.