did a search and didn't see anything other than the restructuring of the con color table a while back. So, here's a thought.
A friend I work with and myself both use SEQ. He decided that the way he plays, he wanted con colors tweaked on the seq UI. Myself being the one of the two of us who knows anything about coding (as sparse as my own knowlege is, his is nonexistant by his own admission), took on the task, only took me about half an hour to have the changes going and stable.
His proposal was to be able to remap con colors, so that he could tell at a glance what would enrage/summon/neither/be a waste of time. So, yellow for 56-59, blue for 51-55, liteblue for 45-50, green everything else below that, red for 61+.
I'd never looked at the con color bases in the UI, thought that was a quick way to change stuff until I found out it was a color picker.
Now, though I've taken a chainsaw to the player.cpp code and made it work as he wanted to see it by hardcoding each level of darkblue/yellow, it makes me wonder if having a way to change con levels on the fly in the UI would be useful or even desired by anyone else, or if it's been done. One hesitation point I have towards undertaking it myself is that con colors would seem to be compiled in, not configurable... What about moving them to the prefs?
I have more code examination to do before I play with this, just sort of gathering opinions and info.
... now that I think of it, similar behavior (kindof) could be enabled via filters, no?