Could the editing options be modified to specify which axis a dimple or hollow is placed on?
For example, I was just making a glass dome for an atrium. The individual panels in each ring are trapezoidal - flattened cubes, with a top-size of 0.66 on the Y-axis. I wanted to duplicate a panel and hollow it, to make a frame for the glass. But the axis for hollowing the cube is always Z, and you can only specify top size on X and Y, so it's not possible to make a one-prim trapezoidal frame, is it? But if I could tell it to hollow on the X-axis instead, those frames would be a snap.
Similarly, virtually all scripted doors use a prim that is a 50% dimpled sphere, converted to a cube, which gives you a half-cube that has it's center of rotation on one edge. That is all well and good, but the default axis for dimpling the sphere is again only the Z axis. So you have to rotate the cube's axis by 90 degrees, and rotate the texture on the faces 90 degrees... This makes writing scripts for the tortured prim door much less intuitive.
Now it would really rock if I could specify values for dimpling and hollowing on all three axies! By hollowing on both X and Y, I could make all 4 legs for a table or chair with just one prim!