Those are all good suggestions, but I have a problem with the monster ideas....
One of the interesting and somewhat unique aspects of OOII was the way monsters were encountered, much like in Final Fantasy games.
Having the monsters just randomly appear has several advantages:
1. There's not as much overhead to bog down the game speed.
2. Monsters are smaller than bases and cyclones, and would be weird if they showed up as though same size.
3. More monsters can be encountered in a given time if they randomly appear, rather than wandering the map.
4. Randomly appearing monsters add to the foreboding paranoia of wasteland exploration. If you saw them coming, you could avoid them.
5. The Oracle moves kinda like a cyclone, and he's a real bugger to find at times even with a trikorder.
Since I'm trying to come up with a game similar to OOII, but with aspects of TW2002, Nethack, and LOD, I've encountered a lot of issues
with graphics vs text monsters / npcs. For one thing, that's a lot of graphics to add, and even with text-drawn monsters, there's issues
with their movement and AI which must be ironed out. Ultimately, I think I'll stick to the traditional OOII-style ASCII / ANSI graphics, and
leave the monsters random as they are in OOII. It's simply way way easier to code and debug, and the Silencer / Summoner type items will
generally be easier to deal with if they're not trying to search the map for "nearby" monsters. If a player has a summoner, and there's no monsters around, well then....that's a useless item.
As for your other suggestions, I do like them. However, trikorder and transmitter implants seem to me like they may take away some of the "fun factor" of the game. I remember back in the day getting oracle coordinates, then having to hunt down something with a Trikorder so I could go find the Oracle. There was always a sense of euphoria when I'd find a Trikorder early in the game, or better yet, a pile of Zimmers.

Just today, I was playing OOII and found a transmitter, which allowed me to brag about the pit (outside complex on D'Shai map) which sucked me down to map 2. I thought I was a gonner, then I found an Electric Sword, Raxhaven, Laser Vest, and 2 abandoned bases which I claimed, each having 10000 crystals in them, active telepods, and one had a Zaxtron Hyperaccelerator and full shields.

The transmitter was fairly useless once I found the bases, but back in the day, I'd gladly use them to send a coded public message to let my team know I was stuck somewhere dying of radiation and in need of help. In cases like that, it adds some urgency and fear-factor to the game... "Oh crap I'm gonna die! Need a transmitter to call for help! Must find one!"
Maybe I'm just a nostalgic fool, but damnit I played OOI and new features to old games often makes me want to cry. So many good games have fallen victim to good intentions which ended in the game becoming "too easy".
OOII is easy enough as it is.

A good player can easily reach level 7 in a day, even on hard maps. There's 2 tricks I use to ensure I power up quickly and easily:
1. Print out the text version of the map from Wordpad (not notepad, it'll look FUBAR).
2. Start playing around 10pm-11pm so you can log back in quicker, and if you die you can resurrect faster.
The drawback of course comes when you're done playing after midnight, and have all those hours to go to play again. But at least then you've gotten 2 days of play done back-to-back and likely have reached level 7 or 8 by then.
I'm such a nerd, I'm about to go play OOII locally just to keep the game going!
