Prim limitations affect everyone, if it isn't prim caps on parcels (and running out of prims) it's sim lag from (amongst other things) having to render far too many.
I suggest creating multiple cuts per axis on prims, rather than only allowing one, and that only on one axis.
IE: rather than a hollow cylinder placed on end having a single gap in the radius from a single cut, you could have multiple gaps, (like windows, or crenelations) around the radius.
Currently the only way to create multiple basic geometric breaks in a prim-sized object is to overlap redundant (wasteful) duplicate prims.
And allowing start and end degrees to be user configured, rather than always beginning at a preset point on the prim would increase prim cut functionality, immeasurably.
Something like an advanced cut submenu, in addition to the simple cut menu, so noobs don't blow a gasket starting out, here's an example:
Enter number of cuts per axis: X_2 Y_1 Z__
//number(s) entered generates following lines//
X AXIS CUTS: 2
CUT 1: START __000 degrees END __040 degrees
CUT 2: START __080 degrees END __120 degrees
Y AXIS CUTS: 1
CUT 1: Start __120 degrees END __140 degrees
Or SOMETHING like that, I'm no coder. Even creating multiple cuts on the currantly established axis would be fantastic. Limit the cuts (per axis) to 20, or 12, or whatever number is greater than 1. Even just doubling the cuts per prim allows halving the prims used in a plethora of applications.
http://secondlife.com/vote/vote.php?get_id=2922