Alright, I'll play a bit more here then. If you're going to ignore the fact that the Doom Builder editor you've brought up in this thread can tag ranges, then let's go through the original examples one by one.
Korshun wrote:- ACS gamemodes that grealy modify ANY MAP. Previously, it was possible to apply only one modification to the majority of sectors because they were all tagged 0. Now any sector can be modified individually.
 
You know what would be cleaner here? A script that activates once for each sector. Like a new SECTORINIT script type. And then you could get the sector's tag, and if it's zero then you can set it to any unused tag. Say, for example, starting at the minimum value (0x80000000 for 32 bit - chop off the 4 extra zeros if it has to be 16 bit) and checking if that tag is taken and then assigning if it is not.
This is not at all dissimilar to what some scripts (such as my smooth third person camera) does with actors on a ENTER script. Yes, negative tags are used elsewhere.
Korshun wrote:- Complex scripting effects are now a lot easier and don't require a lot of different tags. Want a huge city map with a lot of lit sectors (with different light levels) that can turn on/off? Tag them with ONE tag, then in the ACS iterate over all sectors, check if they have that tag, collect the list of such sectors. When switching the lights off, save their lightlevels. And when turning them back on, restore their light levels individually.
 
You know what would be nicer here? If sectors could have UDMF user variables like actors can. Oh wait, they 
kinda already can! If only someone would suggest a SetSectorUDMFInt so that you could cache light levels in your own custom field and then use the pre-existing tag functions to work on them...
Korshun wrote:- Just for fun: weapon that edit heights/lightlevels/colors/fog of ANY sector. Just like Sectorcraft but on ANY map!
 
Oh, that sounds like it should be possible with the less-breaking-changes I suggested.