1. Magickal throwing daggers
Agreed.
2. Can throwing daggers not weigh 1 lb for 10? They seem too heavy and get used up so quickly by "Sureshot" Shar-Teel
No. Either 1 lb per dagger or 0 lb.
3. A magickal "Boomerang" dagger, like the Ax of Hurling, would be nice.
I did not like BG2's "every ranged weapon should have a 'boomerang' version" concept. I will consider it, though.
3. Immunity to woodland charm for Druids (Dryad, Hammadryad, maybe Sirine etc)
At 7th level. This should be possible, though, and is likely to be included.
4. Immunity to Entangle spells (not web) IE free action in tangled woods at 3rd level
As above, easy modding. I seem to have forgotten about these druidic powers.
5. Illusionist spells - Phantasmal Force with a choice of effects, EG Magick Missile that only does damage on a failed "belief" save, Imp Phantasmal Force with 2-component spells, (sound and vision) EG monsters, Spectral Force for 4-component spells (sight, sound, smell and temp) EG Fireball, Shadow Monster, Demishadow Monsters, Shades, Shadow Magick, Demishadow Magick etc. - some of these might need scripts for dual saves, first a save for disbelief and if that is failed a save for avoiding the believed effect.
I will definately need to read up on these illusionist spells but I recall how they basically work. Each phantasmal version of a spell would equal one new spell to be added to the game, though, since they cannot be included in the same SPL file, unlike BG2.
Note that 1.08 is
first and foremost a WeiDU update and changes beyond that will be included only if they require a trivial amount of work. This, of course, does not apply to bug fixes.