Rhodium Coin – adding another coin just to get another ammo slot? I'd say instead of two columns of five slots each, we could have a block of four coin slots and a block of six ammo slots.
Wooden Dart – maybe drop the stone. If you've got wood and stone, you can make arrows. In any case, the tip should be mad of the heavier material.
Endless Ammo – infinite rockets, darts and flares? Yes, yes and oh my god yes. Infinite gunnable coins? As has been said by others, the higher-leveled ones are probably OP, even for the price.
How about a right-click menu for the coin gun instead, where you can select to automatically convert certain higher-level coins in order to store more lower-level ammo in less space?
Sound Muffler, Hologram and Moon Altars; Guide to Gap Placement, Compass Divider, Protractor and Measuring Tape – more power to builders and map makers. Always great.
Throwing Emblem – maybe call it "Thrower's Emblem" instead.
Rock, Ninja Shuriken, Spik-ED1 Ball – sure, why not? Maybe replace the Ninja Shuriken with
Kunai, since shuriken are already associated with ninja. Also, I'd call it SpiK-3 Ball.
Ninja Rack – I don't quite get your obsession with the Thrower class, but again, why not?
Scourge of the Corruptor and boomerangs – alright, this has been debated before, the Thrower's specialty is that their weapons don't come back, yadda yadda. I'll have to join the others around here that disagree with this idea.
Battle Preparation Table – convenience is good. Having multiple class buffs at once isn't that powerful though, so the time penalty isn't necessary IMO. Though it does feel a bit packed, maybe make it a tile wider?
Hardmode Workbench – I was always thinking we could use something like that, just couldn't think of a good use. You succeded where I failed.
Universal Crafting Stations – sounds tempting, having all crafting stations in one place, but like the Battle Preparation Table, the sprite feels pretty packed. Also, I'd group them differently:
- "Blacksmith's Forge" (5×3): Furnace, Anvil, Sawmill, Heavy Work Bench
- "Carpenter's Workshop" (5×3): Workbench, Table, Chair, Loom, Tinkerer's Workshop
- "Scholar's Study" (4×4): Bookcase, Liquids, Alchemy Table, Imbuing Station, Crystal Ball
- Uh... got nothin' (6×4): Blacksmith's Forge, Carpenter's Workshop, HM Workbench(es), Forge(s) and Anvil(s)
- I know, these names suck (8×5): The last one + Scholar's Study, Autohammer and Ancient Manipulator
I left out the Hellforge, because a) it only has one additional recipe and b) it's upgraded to the HM Forge. The Dye Vat didn't really fit any of them, so I left it out. Also, I'd say we need both of the HM Workbenches, Forges and Anvils each, to pay for the convenience of getting everything in one station. Getting them shouldn't be a problem with crates.
Architect's Table – I don't really think this is necessary. The different furniture crafting stations are best used as decoration in their respective environments, and it's kind of unsettling to combine asphalt, meat and ale in the same place.
Sprite-wise, I'd make it a bit bigger and less like a shelf holding the machines than maybe a Frankenstein's monster-style mish-mush. Maybe take out the Keg, Blend-O-Matic and Meat Grinder and call it "Furnisher's Table" or something.
Minecart Track Gate – not exactly necessary, since intersections are already mechanisms, but it might be useful in some cases.
Minecart Switch Track – looks awesome for the mechanically not-as-inclined among us.
Come to think of it, Minecart Track Platforms that can be dropped through would be nice as well, so that you can just drop through to the other track instead of stopping at every intersection.
Warp Pad – probably shouldn't allow death markers, since that would defeat the purpose of mediumcore once you reach late Hardmode. Boss markers as well, since it should (in my opinion) be a device used for teleporting to allies. Also, it should take some time to use, like the Magic Mirror, and fail if the target is gone by then.
Unstable Crystal – not really necessary, you don't use Teleportation Potions that often. I'd remove the ability to teleport back and make it charge up (again, like the Magic Mirror). Also, I don't think it should grow, but maybe a fishing drop?
Portable Teleportation Device – again, I don't think it's necessary, but others may differ. I'd make it so that a left click teleports to the cursor and a right click opens a menu to select one of the other applications.
Automatic Fishing Reel – sounds nice. How is it obtained? If it's obtained as a reward for fishing quests like the Angler Earring, Tackle Box and High Test Fishing Line, it could be part of the Angler Tackle Bag.
Bubble Shield – why not give it its own "health" stat and make it absorb projectiles' damage until that is depleted and needs to regenerate? Maybe make the chance of absorption proportional to the amount of shield power remaining. That could make it balanced even against powerful bosses, since it wouldn't absorb as easily after the first (few) hit(s).
Frozen Shield – has been suggested multiple times already, and I'm still all for it. Does it stack with the regular Paladin Shield?
Magnetic Boots – maybe "Heavy Steel Boots" instead. Other than that, they're great.
Heart Amulet – not sure how this fits the pyramid. Also, not sure how useful/necessary is. No one will really use it unless they don't have enough accessories to fill their slots or plan on dying, and we don't want to encourage dying, do we?
Sabretooth – sounds good. Does it get the damage increase from the ammo it consumes?
Paladin's Armor – I'm not sure if we need a universal armor and how well it would work. Especially with the fact that it changes the Paladin Hammer's mechanic, you might want to rework this into a melee armor.
Mechanic's Hook – I love it. Also, builders will thank you.
Plantera's Mount – essentially a UFO mount that deals damage in random locations around the player? I'd rather make a grappling hook that can shoot its hooks through blocks to latch to any walls and allows the player to move around a bit. Also, I'd make it an upgrade of the Thorn Hook, maybe throw the Mechanic's Hook into the mix too.
Pulley modifications – instead of a new item and a new slot, why not just change the way sideways movement works while there are no intersections?
Animated buffs – looks nice. Maybe with an option to turn it off, in case people are distracted by it.
Additional slots – dedicated slots for Quick Heal/Mana sound nice.
Backpacks – the way Terraria already works, this would probably be a hassle to implement. For quickly switching inventories, there could be another button "Exchange Items" when browsing a chest. For Mediumcore, the game (or, in Multiplayer, the client that dropped the items) could remember which slot held which item and, when picking the items up again, put them into that slot (if it's empty).