I'd say make the GOID's a little more specific to the object being created instead of the current long string of random characters, i.e. room goid's start with ROOM, or even just R, then say A for armor, W for weapons, M for mobs, O for a general object, like a rock that you can't do much of anything with and so on.
That sounds useful. As I stated in the thread about GOIDs, it does not really matter what they are, as long as they are made to be unique.
Also add in the ability for admins to use ALIST to see specific item types a little easier, such as ALIST [areas/rooms/exits/etc.] [area]. ALIST by itself would work just as it does now, though maybe a little more organized (possibly sorted alphabetically by type?). If you specified by type, the first optional value, you'd get all of that type of object in the game, so ALIST AREAS would show a list of all the areas. If you want to see a list of all the rooms in a particular area it'd be ALIST ROOMS <name/goid of area>.
Yes, I was thinking something along these lines, and also searching for partial matches. Right now you can use ALIST CLASS AREA to list all the areas or ALIST @generic AREA, but those aren't very convenient.
I'd also have two names for each area, the regular long one such as "The Dungeon of Very Painful Deaths", but also one that has to be a single string of characters with no spaces such as "painfuldeaths". That would make it easier to specify that area then having to type in the entire goid all the time. Of course, people could just use aliases if their client supports it, or tab completion

. Just a couple of thoughts for ya.
Well, all GameObjects can have alternate names (aset <object> @alt_names ...) but at the moment when dealing with objects not currently in the room (like areas), the commands only search for GOIDs, because it is way more efficient. Maybe with shorter, easier GOIDs this will be less of an issue.
Thanks for the suggestions!