Yeah, would be hard-pressed to let it just sit idle forever, after investing half a year of my life into it (not counting prior development of the tech and tools). I have a habit of jumping around between projects like this though. Particularly when one is a free project, and the other is a commercial contract project.
New glove weapons is something I considered, though there is not a great deal to be done there in terms of true variety, if the goal is some level of authenticity in respect to their role in FF7. Tifa's weapon upgrades in FF7 were primarily just damage increases, without a lot of thought to differing effects, so it's a bit of a redundant system when coupled with the underlying stats. That is why I went with swords, rather than simple gloves with added damage effects. In addition to the added effects, the swords allow increased range and are ideal for dispatching large groups of enemies, giving them their own place in the tactical array. I've never gone for gameplay authenticity, but rather done what I felt would mesh most interestingly with a Devil May Cry sort of gameplay, combined with action RPG elements. The same goes for the choice in moves, and not wanting to over-complicate the chain table and general moveset.
That said, more moves is generally not a bad thing, as long as they intelligently mesh with a given chain. But I could continue implementing new moves endlessly, so I'm not sure it's really the best use of my time. Stuff like that is so simple to implement, but it takes time to craft new animations and tweak the timing and feel of them. Which is why I would love to see modders implementing stuff like this. There has been a lot of that in previous commercial titles I've worked on (particularly Jedi Knight 2), but unfortunately I can't garnish that sort of audience for a personal project like this. So I do primarily have to rely on word of mouth, spreading through development communities. I have had a few people pick up on modding the game, but almost all have quietly disappeared before releasing anything. The exception being an Italian translation mod.
So this is why I'm primarily working on features that extend existing systems/technology (or change existing mechanics for the better, without disrupting the overall gameplay), rather than just supplying more content. Some things on the current todo list for when I go back to the project include:
-main rcube engine rdm quadtree support
[The model import tool can partition into quadtrees, but the current R-Cube revision in AVALANCHE does not make use of them, only bsptrees. Quadtrees are useful for contained partitioning for rendering extremely segmented models, or more usually, clipping against highly complex, dynamically transforming models]
-support for model mesh objects to tie to a bone as a transform matrix in hardware,
rather than having to go through boneweight path if there are no weights
[Allows easy animation of scenes compatible with lesser hardware rendering paths, with reliable clipmodel transforms]
-export ase animations as rda, creating bone containers for animated objects in ase scene
[Support in the model import tool to handle animations in ASE (3DSMax Ascii Scene Export) format, which can be used to animate scenes in the form of moving interactive geometry, or even create massive Colossus-type creatures that the player can jump around and climb on while they animate]
-possibly do main engine clip link system. in-model nodes, or a global quadtree
[Optimization to global clipping, to allow multiple thousands of game objects with less overhead]
-fbo msaa support
[Need to get the hardware to support this, but it's just a prettiness option - fullscreen antialiasing for the framebuffer object (HDR/shadowmaps) rendering path]
I suppose you really need to be a modder to give good suggestions here. But, unfortunately, I'm not really looking for "Give Tifa a super move which lets her paralyze opponents" sort of suggestions.

I am looking for people who would like to have a go at that sort of thing themselves, on the other hand.