A couple of things need to be added to the quest system and I never actually realized how many quests need this until I began writing them. I'll list them from highest priority to lowest.
DONE!1. Quest journal display issue needs to be fixed. When there are more than one quest step under one taskgroup, only the first step's icon will show. Updates will update correctly.
2. The sound "gui_quest_reward" from the VPK needs to play when handing in a quest

I tried to figure this out but the client won't take "gui_quest_reward" or "quest_reward" as a valid string in PlaySound.
DONE!3. SetRequiredQuest LUA function needs to make the spawn targetable = 1, show_name = 1, and show_command_icon = 1. Currently, I believe it only does show_command_icon = 1.
DONE!4. Steps that do not have a Taskgroup associated with them are displayed in the journal correctly, but do not show up in the quest helper properly (at all).
DONE! 5. Need a way to set a quest step and update the quest step from inspecting an item. This requires clicking "examine" on the context menu that pops up after right clicking an item. There are usually two options to click. One would be like "inspect item" or "read note" which will then lead to some text and update the quest step. The other option on the context menu would be like "put item away" and you wouldn't get the quest update. Much like how conversations work.
DONE! 6. Need a way to set a quest step and update the quest step from harvesting an item. Now I'm assuming this could be done by setting an ObtainItem quest step? Maybe this needs to be tackled in the actual harvesting process once we get there where I would set the item to be obtained to the harvestables that get harvested from the harvestable? Whew lots of harvests there!
7. Sometimes a quest will give a quest reward in the middle of a quest. You obtain an item which is usually used for another step in the quest but it isn't actually just a simple SummonItem function because an actual window pops up that says "Quest Reward!" with the item listed and an accept button. I'll try to get a screen shot of this if you are not familiar with what I'm talking about.
8. There are some quests (one in Queen's Colony and multiple in RoK) where you have to lead a spawn back to a certain spot to update a quest step. And sometimes you have to lead back multiple (like hoarding three rhinos to follow you) back to a certain spot. Maybe a function kind of like SetQuestLocaionStep that sets an x,y,z with a radius but also takes a spawn_id and once that spawn_id goes into the x,y,z the quest is updated?
DONE!9. Receiving a quest from also inspecting an item.
DONE! 10. LUA function to determine a player's level.
DONE! 11. LUA function to change the quest's current zone. This is because lots of quests take part in multiple zones. So at certain steps within the quest the zone where it takes place may change.
Those are my immediate requests with the first two being the most important. I'll add or remove to this list as necessary.
Thanks!
Here's an example of a quest that provides some of the above. The quest starts out with having to kill 4 spiders. Easy enough. Immediately after killing the 4 spiders, the grouptext is updated and tells me to inspect a note and this window pops up showing the note I am supposed to inspect:

So I click Accept and get the item. After examining the item, this window pops up:

Clicking "Examine the Parchment" edits that window with new text. Clicking "Put the Parchment Away" will of course close the window. So I click "Examine the Parchment", the quest step updates, and I get this:
