Wow, too many posts...
I'm not going to answer anything, I'll just reiterate a few things and ideas, mostly for my own benefit because I'm a bit confused right now...
- I think that message lists are an excellent candidate for a 'special case' where we inject a mini-skeleton into the game. This doesn't have to be complicated... Something like <post:id><post_wrapper:id><post_author:id><post_body:id></...></...> where id has the list of posts... Then we inject that into the skeleton. Probably through wetem calls as I said, so it doesn't need to rebuild the skeleton, or as an actual skeleton if we offer users the ability to redefine the post skeleton in skin.xml or something. Then at rendering time, Wedge just calls the blocks as expected. I don't really see any show-stopper here. Is there...?
- As for hooks, Wedge already has _before, _after and _override blocks available for anyone wanting to add some template code to an existing block. I don't see anything that can be done through hooks but not through block overrides...? However, it might be a possibility to add a call_hook on a dynamic hook based on the template name. That might give plugin authors the ability to use whatever they like best, i.e. either a block or a hook to insert.
- I'd love to be able to say "we can also print a block to a temporary output buffer, then send it to a hook for post-processing, then send that buffer to the proper output buffer". It even makes a lot of sense, come to think of it... But I'm afraid that performance might be hurt by this process, especially in the Display pages (if we end up implementing the mini-skeleton.)