Hi,
thanks, those are great suggestions. Some might be implementable easier than others.
Obviously I am very open to collaborating with someone that is a graphics artist / knows 2.5D/3D design. I don't (if I need something I can recolor an existing sprite or create an image with chatgpt but that is it. I am a programmer. :-) ).
Biggest problems with the events that you list, is that most of them don't exist. :-) There e.g. are no events when an inventory changes or a vehicle enters/leaves an area. see https://lua-api.factorio.com/latest/events.html for event that the game emits and that mods can listen to.
The light indicators are tricky. The little blue light is controlled by the game itself based on activity and it can be moved around but not controlled. So adding a light is basically adding another entity overlaying the combinator which is hard. For now, the blue light turns on if the combinator is connected to something and emits a signal. That behavior is hardcoded in the game.
Visualizations are doable and I might add them. However, the biggest value besides scanning vehicles is "look at the thing in front of you". It makes the detection simple because there can be only one entity. Extending the area means that the code needs to look at multiple areas and that makes life much harder.
The tile would be a combination of tile entities with a combinator. The combinator is needed because that is what literally generates the signals.
Some of the filtering suggestions are interesting and I might think about it. Thank you for engaging here with the mod.