Im imagining portals much like those seen in Croquet (see attachment), but on a smaller scale. With these portals, users can create "interior" spaces that dont need to be rendered until someone has crossed into the portal. The image on the portal may be prerendered from the interior scene, or it may simply be a texture (to further reduce load). Once inside, the user can see the portal from whence she came, and can cross back into the "true" SL world at will. I want to see the laws of physics violated - building interiors bigger then the structure around it. Something like this can totally revolutionize the "land" concept. Ideally, you could be allowed more prims within the "portal-space", as they dont need to be rendered to passer-bys. The portal-space could be essentially unlimited. Of course, in order to preserve user-friendliness, there has to be some "bottom" where the portal can be accessed so the user can easily exit. (Or perhaps, an "exit portal-space" button could be added to the UI.)
While in the real SL world, the portal itself could be modified like a prim. In order to make the interface consistant, Im not sure how a prim from the real SL could be dragged into the portal, rather, I see things working better if the user has to cross into the portal-space before being able to edit prims within.
The main difference between the portal space I'm imagining and Croquet's is that each portal in the latter requires a seperate server AFAIK. That would prove WAY to cost-prohibitive for the average user
, instead, portals should be implemented so that many can run simultaniously on one simulator. Ah, what a relief! I finally got that idea out of my head and onto the table... yikes, it sounds like hell to implement though.

Im not so sure I should create a proposal for it...