"Start Unlocked" or "Load Unlocked" would be useful as a toggle to have a room that has a key to be unlocked at reset.
Applications for this would be nice rooms such as offices, gates, front doors, that we want to usually be open, but want players or scripts under certain conditions to be able to lock (secure) the doors. If not mistaken, Afara, we have discussed this over a year ago for city gates. ;0)
If not too difficult, "IsSeeThrough" could be a useful checkbox on an exit's door. This would make the door not restrict vision for things such as bar doors on a jail cell. We can put some really nasty monsters behind bars then, without having to surprise people who are just opening up jails when exploring.
Here is a limit of functionality: In the west city garrison first room there is a hidden metal trapdoor down. It requires the city guard's key. The trapdoor above the interrogation room requires a useful stepladder for someone to get up to open it. The problem is, I would like it so that even if someone has a useful stepladder to get out of the lower room, someone in the 1F room must unlock it with the guard's key for it to work.
The unlock message for the stepladder door would display, but it would give a locked error message after that as well, because it would check the other side's lock status. Maybe give the exit a specific flag to check the other side's lock status? (Or is that what the RequireKeyFromThisSide things do? If this is not already possible, and the door flag would be possible, maybe a goo name would be DoubleLock? That way it doesn't have to check both locks if you open it from a side that doesn't have that door flag.
The door concept is not intended or designed for two doors to exist on the same "room connection". It was designed so that you only create one door on one of the side and then the door will automatically exist on both sides.
You need to remove one of the doors and then we have script the requirement for a ladder, which also makes more sense I think since a ladder is not really a key.