The Halo Editing Kit sucks and everyone knows it, and the Halo: CE Mod Tools aren't that much better. How do we replace it? I made a list of stuff that needs to be done and stuff that has already been done.
Why should the Halo Editing Kit be replaced?
The original Halo Editing Kit for Halo Custom Edition is unmaintained and unsupported. Like most Win32 applications, it can run on modern systems thanks to Windows's robust backwards compatibility. However, like many old applications, it hasn't exactly been unscathed by the passage of time. For a start, there are numerous user interface issues in both Sapien and Guerilla that have appeared in semi-recent versions of Windows. Not only that, but it also contains numerous limitations and restrictions that may have made sense with the limited 64 MiB memory of the original Xbox but not a PC game even from this time period. There are various other issues that have become well known by the modding community. None of these issues or concerns have or will ever be patched, officially, as the software is not supported.
The newer Halo: CE Mod Tools for Halo: Combat Evolved Anniversary is a better option, and while it has fewer limitations overall from the Halo Editing Kit, it isn't a perfect solution. For example, it is closed source and nonfree, requiring you to agree to an additional, restrictive license that doesn't grant you very much freedom to use their software. While it's great that we have an editing kit in the first place, this nonfreedom can be to the detriment in the community in the long run. Luckily 343 Industries have been updating these tools, but for any issues we experience, we are limited in our capacity to deal with them until 343 Industries decides to officially fix it, assuming they do.
This is an inherent issue with closed source, nonfree software, and it doesn't just apply to the tools but the games, too. Halo: Custom Edition is fundamentally broken on so many levels, and Halo: Combat Evolved Anniversary, while better, is still a ways away from anything I could recommend.
For any issues that do exist, there is no way to fix the software without resorting to actually making changes to the binary, itself (and doing this is quite limiting!). As a result, people end up being stuck with the limitations and bugs of the software. Unfortunately, another inherent issue is that, since the software at least "exists" despite its issues, few people are inclined to create free, open source alternatives. Even if the official software has issues, dealing with a single issue takes less effort than reimplementing the entire editing kit. Obviously, over the long run, it adds up, but most people are more concerned with making a map now than waiting for tools that better address the community's needs, and, of course, because the software is closed source and nonfree, you're restricted to whatever the developers intended to allow you to mod. With the original Halo Editing Kit, you can only modify Halo Custom Edition, and because it has an inferior renderer, people have resorted to dirty workarounds that sacrifice visuals (e.g. using model shaders instead of environment shaders due to fog). With the new Halo: CE Mod Tools, it is intended for use with only Halo: Combat Evolved Anniversary, and as I mentioned before, Halo: Combat Evolved Anniversary has its own issues, plus it doesn't actually even support custom maps. At least not yet.
Without modifying the tools or creating new tools, you're only allowed to do whatever the tools allow you to do, and this is not everything you could do or would want to do. And of course, the tools are restricted to Windows on 32-bit x86, and while most people have access to that, it's possible that it may not be an option for most people in the distant future.
In the end, it is a waste of time to try to fix something that is closed source and nonfree. While it's great that this software at least exists, we should focus our efforts on replacing the binaries, altogether, with better free, open source software. Usage of the Halo Editing Kit, Halo: CE Mod Tools, or any other "closed" modding tools should be discouraged if there is a better, free, open source replacement. And as you can see, for many use cases, there is.
What needs done?
What can we do with free, open source, community-made software?
How do you edit your tags? Use invader-edit-qt.
How do you make string list tags? Use invader-string.
How do you make HUD message text tags? Use Mozzarilla.
How do you make your bitmaps? Use invader-bitmap.
How do you make your fonts? Use invader-font.
How do you make sprites? Use invader-bitmap.
How do you make cubemaps? Use invader-bitmap.
How do you make your sounds? Use invader-sound.
How do you compile your scripts? Use invader-script.
How do you make physics tags? Use Blender with Halo-Asset-Blender-Development-Toolset (make JMS files) and Mozzarilla (JMS -> physics).
How do you make model tags? Use Blender with Halo-Asset-Blender-Development-Toolset (make JMS files) and Invader (JMS -> gbxmodel/model) or Mozzarilla (JMS -> gbxmodel).
How do you make animation tags? Use Blender with Halo-Asset-Blender-Development-Toolset (make JMA files) and Mozzarilla (JMA -> animations).
How do you build your maps? Use invader-build.
How do you place your objects? Technically you can use invader-edit-qt, but there's no free, open source 3D scenario editor yet.
What still requires using the closed source, official software?
How do you make .scenario_structure_bsp tags?
How do you make collision model tags?
How do you bake lightmaps?
Milestones to achieve?
Making a HUD from scratch:
Requires being able to edit tag data (use invader-edit-qt)
Requires being able to create 2D texture bitmaps (use invader-bitmap)
Requires being able to create sprites (use invader-bitmap)
Making a simple multiplayer map with stock assets:
Requires being able to build a map (use invader-build)
Requires being able to create scenario tags (use invader-edit-qt)
Requires being able to edit tag data (use invader-edit-qt)
Requires being able to place objects (technically you can use invader-edit-qt, but Sapien from the Halo: CE Mod Tools is the only way to do it with a 3D preview)
Requires being able to compile BSPs (use Blender w/ Halo-Asset-Blender-Development-Toolset and tool.exe from the Halo: CE Mod Tools)
Requires being able to bake lightmaps (use tool.exe from the Halo: CE Mod Tools)
Making a new object completely from scratch:
Requires being able to edit tag data (use invader-edit-qt or Mozzarilla)
Requires being able to make model tags (use Blender w/ Halo-Asset-Blender-Development-Toolset with invader-model or Mozzarilla)
Optionally requires being able to make physics tags (use Blender w/ Halo-Asset-Blender-Development-Toolset with Mozzarilla)
Optionally requires being able to make textures (use invader-bitmap)
Optionally requires being able to make sprites (use invader-bitmap)
Optionally requires being able to make cubemaps (use invader-bitmap)
Optionally requires being able to make a HUD for weapons, units, and vehicles (see Making a HUD from scratch...)
Requires being able to make animation tags (use Mozzarilla and Blender w/ Halo-Asset-Blender-Development-Toolset)
Requires being able to make collision model tags (use Blender w/ Halo-Asset-Blender-Development-Toolset and tool.exe from the Halo: CE Mod Tools)
Making a new campaign map with stock assets:
Requires being able to edit tag data (use invader-edit-qt)
Requires being able to make string tags (use invader-string)
Requires being able to create scenario tags (use invader-edit-qt)
Requires being able to compile scripts (use invader-script)
Optionally requires being able to create sounds for voice acting (using invader-sound)
Requires being able to build singleplayer maps (use invader-build)
Requires being able to place objects (technically you can use invader-edit-qt, but Sapien from the Halo: CE Mod Tools is the only way to do it with a 3D preview)
Requires being able to compile BSPs (use tool.exe from the Halo: CE Mod Tools)
Requires being able to bake lightmaps (use tool.exe from the Halo: CE Mod Tools)
Making a complete game:
Requires being able to edit tag data (use invader-edit-qt)
Requires being able to make fonts (use invader-font)
Requires being able to make bitmaps for interfaces (use invader-bitmap)
Requires being able to create sounds from scratch for various effects (use invader-sound)
Requires being able to make multiplayer maps (incomplete)
Requires being able to make campaign maps (incomplete)
Requires being able to make objects from scratch (incomplete)
Where do I get this stuff?
Invader (invader-*): https://opencarnage.net/index.php?/topic/7489-invader/
Mozz Editing Kit (Mozzarilla): https://opencarnage.net/index.php?/topic/7877-mozz-editing-kit-mek/
H2V-Blender-JMS-Exporter: https://github.com/General-101/Halo-Asset-Blender-Development-Toolset
Halo: CE Mod Tools: https://store.steampowered.com/agecheck/app/1532190/