I'm actually pretty excited about the proposed new system for Quest. I have a couple of questions in regards to what will be possible to do with it in terms of finished products, however as I have a couple of projects in mind that I'm writing out that have fairly specific requirements.
1. Will it be possible to have the Quest input/output and parser inside of a canvas element that simulates a terminal, i.e. like the Infocom games of old - similar to how a library like rogue.js creates a virtual terminal in a canvas element for the text-based graphics. If I'm not explaining myself correctly, Jay will know what I'm talking about and should be able to articulate what I mean better.
2. A persistent menu in lieu of a parser? Similarly to how text adventure games have been handled on gaming consoles, where there is a persistent menu on screen at all times with a list of context-sensitive actions based on your current situation (i.e. Phantay Star 2 text adventures for genesis/sega cd, phantasy star adventure for game gear, etc.) I know Jay has a library he's been working on that does something like this, but I'm thinking like where the parser would be replaced entirely and the list of commands would have some kind of a highlight bar that could be moved over the various choices by the arrow keys or even say by a gamepad, and then accessed by hitting enter or pressing a button.
Now that everything is going to be JS based I know it would be possible to hack this stuff in even if it wasn't specifically supported, but as a graphically-minded person I like the idea of having total flexibility in terms of presentation to the user because the UI usually factors heavily into my vision for a game.