Here's the thing -- we have a few big features which should probably all be released together (because there's a lot of interrelationship between how each part affects gameplay), but that would mean we need to have another long release cycle. We also have a bunch of smaller features which we could pack into a shorter release cycle, but in many ways that will make the next long cycle harder. We also have a few big ideas on doing some big refactoring, which will be needed for auto-evo, planet simulation, etc.
The big features I'm thinking of are bacteria, compound clouds, and the agent system. I think it would be best to develop the 3 in parallel, because they're quite interrelated but not so much so that one would have to wait on the others, which would probably mean each of us (@crovea, @TheCreator, and I) would do one.
Meaningful combat would require both clouds and pili, pili also require the agent system.
So if we want those in the next release, we probably can't do a fast release cycle.
That leaves a bunch of things that are more superficial from a code perspective, like some more varied AIs, some more organelles, maybe clustering emitters to make the sea more interesting, more species, basic random species generation, random species mutation, parallax background, etc. I'm wary about coding up lots of this kind of thing before we do a major refactor, because it makes the refactoring much harder, and it can easily lead to spagghetification. But I can accept doing things this way -- having a release where we avoid big redesigns, just add a whole bunch of these kinds of features, and tune gameplay.