Seeing that people are signing up to play in tournaments on an actual swing simulator makes me wonder how far the developers could advance the MS swing mechanic.
*While leaving the current MS alone* I wonder if a new level of total shot control could be developed in the future. Build on the brilliance of the existing MS mechanics. It would be hard as hell to play. So what?
Fairness between swings goes out the window here. No need to level play against other swing types if you create an interface that is really interesting and extremely demanding. Some great ideas for both 3 click and MS are stifled because of the fairness issue. This isn't about competing with other players with different swing types, just the experience the game provides.
Since the game knows where you start the backswing, the transition point, the ending point, and the timing ratio, I wonder if adding these mechanics to create a unique swing experience would be possible.
(Hypothetical Wishful Thinking) Total Shot Control:
Shot trajectory: No shot shaper. Use the existing path and timing mechanic on MS for draws/fades but add a follow through component where trajectory is controlled by the amount of follow through. The game could set a distance beyond the initial starting point to measure the amount of follow through.
A shorter follow through results in lower trajectories (similar to a held off finish/knockdown shot), a longer continuous follow through makes the ball fly higher.
Shot Power: Have an acceleration requirement while maintaining good timing/ratio. On the downswing, the game calculates the acceleration of the mouse movement from the transition until you reach the starting point.
Most important for a good consistent swing would be slight acceleration while maintaining the .25 ratio. Any deceleration would be disaster, as in real golf. If you can accelerate more while maintaining a good ratio, even better. You hit the ball farther.
No idea if any of this is possible to program.