1) Some additional information: Generally, the UI only has one UI box focused at a time.
The Inactive Colors settings can tint unfocused UI boxes in a defined color and can be set for all UI boxes (general settings) and per UI box override.
Interacting with unfocused UI boxes can also be controlled for all boxes and per box override via the Controls settings - mainly the unfocused input settings.
2) Not directly. There are currently 2 bestiary menus available - displaying them by Area they where encountered and by Type (i.e. the combatant type of the combatant).
For something like this, you'd need to use the combatant type to categorize them that way.
3) Quest types are basically categories - you can set them up however you need them and also sub-type them.
The quest type is just a content information for structuring your quests and have no impact on what kind of quest it is :)
4) Yes, via sub-types for your quest types, e.g.:
- Side Quest (main type)
-- Hunting (sub-type of 'Side Quest')
-- Fetching (sub-type of 'Side Quest')
etc.
5) The Add 'All' Type setting in the menu part's types settings is for this.
Should be available in all/most typeable menu parts, e.g. inventory, quests, etc.
6) For equipment use an Inventory menu part, using the equipment opens a combatant selection to select who to equip it on.
For abilities, not so sure. They're part of a combatant, so you first have to select a combatant to list it's abilities.
7) The Button List menu part has Save and Load button types to open save/load game menus.
8) Set up your usual crafting menu and open it via a Call Menu Screen node in a schematic. Use an Interaction Machine to use the schematic on your crafting station.
9) No, currently not.