Update 4/10: Dear Reader, scroll to the bottom of the post for the new ideas. I tried editing the rest, but it's still such a mess! Abandon ship, abandon ship, she's gonna blow!
Thank you for moving the swap box to the top of the swap shop. Makes things much easier

. Apologies for the long post.
I still think changing the color of undercut items in the market is a useful feature, but my ardor for the idea has cooled somewhat after I realized that with Game!'s current population the market is a little too slow for lower-level players.
<s>I'm a little confused when you refer to multisell or multiput. As I understand the UI now, the only difference between selling multiple items and putting multiple items on the market is that there's a chance of an error message (when you lack the gold for the listing fee) in the market place command.</s>
We got this cleared up on IRC. Currently you can multisell by either selecting the appropriate radio button, or clicking the [SELL] link for an item you have multiples of and selecting the number to sell.
<s>To reiterate, what I recommend is a command that will consume a number (as specified by the user) of all the selected foods. This command will terminate in an error message only when the player tries to eat more food than their stomach will accommodate (fullness). If a player selects something inedible the game will give an error message in the course of consuming any other selected food, but will continue instead of terminating outright.</s>
I think multiuse it will be a good addition to accommodate future developments of Game!. If this option is added then people will be able to consume multiple pills, potions and use multiple pet or campground improvement granting items at the same time. I feel that the "wouldn't get used all that often" point is a bit shaky because the same may be said about the "Sell/Put all but..." options. They only come in handy if someone's trying to become a Packrat Master and I doubt that many people besides high-levels will have the resources to participate in that challenge or much less understand why they should participate. (This is not to demean the idea, but I think it may need more development so it can become a more prominent feature of the gameplay.)
Mad Merlin wrote:it's rare that you'd want to use potions rather than the Healer when you're not in battle
The Healer is very convenient and I hope his function and prices remain as they are now. However, I also hope that potions may be re-designed to make them more useful than free combinations or ways to get Necatrs of Life.
Mad Merlin wrote:For activating the "Go!" button, I'm thinking having keyboard shortcuts to combine, sell, marketput, etc would be good, then you could select a few items, hit c (for combine) to select and activate (so it'd work even if it wasn't already selected) that option without having to scroll up.
Thanks for the Sell/Put ALL tip - makes sense

Keyboard shortcuts are an interesting idea, but I worry that someone may lose items if they accidentally hit a shortcut key while trying to work with their inventory (and having items seleted). In my opinion having to scroll up and select an option before anything happens is a minor inconvenience if it means reducing the chance of accidentally losing items. I tip-toe around my inventory as it is, making sure I see where I'm clicking for fear of clicking the irreversible [Sell] link and losing an item.
Forget I said anything about negative values in the boxes - that's going to be too confusing and counter-inteuative. Thank you very much for moving the box up in the Swap Shop. Makes placing multiple items a breeze now

(By the way, did you know that hitting refresh after placing an item in the Swap Shop will currently attempt to place the same quantity of items/gold again? Kind of useful, but makes you go back to town and then to the Swap Shop if you want to refresh the list of what's on offer.)
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Before I start I would just like to mention that I think the Pack Rate challenges (how many items you have and how many you have seen) are fantastic ideas that just need a bit of work. Two proposed changes that have been on my mind:
1) It can be said that the Pack Rat Challenge along with how many items in Game! your character has seen are minor parts of the game, but it feels that players have been going against the spirit of the idea by perverting the idea of reserved items. Currently a level 0 player can walk into the Market and see all but the 5 quest only items in the game, thereby eliminating this small, but interesting part of Game!.
--I would propose that none of the items on the Reserved List count towards the number of items you have seen.
In fact I would go a step further and recommend that
ONLY the items you've had in your inventory count towards the number of seen items because you actually had a chance to see and hold them instead of seeing an ad for them or watching them lying on a market stall.
---On a related note I would recommend enforcing the minimum prices of items on reserve so people are unable to reserve all the items in the game for just 1 gold each with zero intention of ever buying those things.
2) The other change I would recommend is allowing people to breach the 100% stamina level. Instead of a ploy to get more stamina this is a request for a convenience feature that would allow players to eat without worrying that the current stamina cap would waste their food. To reiterate, a player would still only start with 100 stamina and if they happen to have
more than 100 stamina at day-end they would start the NEW day with
only 100 stamina. This proposed change would merely allow a person to eat all their food at once and eat it without having to worry that any stamina will be lost.