Going with the theme of visual enhancements, you might want to implement some sort of functionality to control or disable the gray 'fog-effect' filter used in this game:
I realize that this is an important function used to conceal the unloaded edges of the world, but with a linear propagation characteristic, it washes out a lot of the colors in the game.
If there is some way to implement an exponential 'fog' density curve instead, I think it might be an option to consider. Alternatively, a linear density gradient similar to the one already existing, but with a starting point far away from the camera.
Nice work with the textures, otherwise.
Sorry if this post isn't clear, or this feature has already been addressed... I've been short on sleep all week.