- the text editor supports elastic tabstops
- its documentation is embedded right into the development environment, beautifully complete and well written, and filled with great little examples
- compilation error messages are delightfuly detailed, specific, and useful. But if the same error is repeated, the compiler usually tells you "again, this doesn't make sense" rather than hitting you with a wall of repetition.
- many of the language's tools are for creating new language syntaxes for you to write your program with, rather than for the player to use in the game. You can create your own nouns, verbs, adjectives and prepositions to use in your descriptions of the world.
- Its relationships system is very powerful, and includes first-class support for performing operations on the graphs defined by relationships. For example, rooms are related by adjacency, and you can enquire what room is 'the next step via the adjacency relation' from one room towards another to have characters navigate towards a goal - but equally you can create our own relationships and perform similar operations on those.
- in spite of the syntactic restrictions of trying to 'read like English', it surfaces surprisingly rich functional and generics syntaxes; there's a real, grown-up programming language in there.
It is definitely worth a weekend play, if you're looking for a completely different kind of language for a change.