Honestly, some of ROBLOX' features are long overdo here. Stocking and I had a conversation a few months ago where she explained that the brick physics in that game were actually superior in the sense that bricks have effects on their surroundings.
She said she hosted a game where players were put on two teams and given airplanes and had to shoot the column supporting the enemy base. The projectiles could knock the column's balance off, and the base above it would go tumbling. That team would be the loser.
There are three really big things that Blockland needs that ROBLOX already has:
1. Brick Dependency Physics
2. Brick-Built Vehicles
3. Modified Datablocks on a Per-Instance basis
The last one is actually a really annoying problem. If we have a player that has 100 HP, but he gets an upgrade to boost his max health, the only way we can do this is to either:
A) Modify Armor::damage so that all damage is reduced by 25% to compensate for the upgrade. Because of how modular the game is, not all add-ons are created equally. A backstab might be meant to instantly kill the player, and when it does 100 damage to meet the Datablock's Max Damage, it still does not end up killing him because it only did 75.
B) Make a new datablock with 150HP. A datablock can only be created before the server is started, and each one contains all the information of a player. If you open up the console and type in PlayerNoJet.dump(); -- this is all the information that a player datablock has. Too many dramatically increases the load time for connecting users.