I think a great feature, taken from Factorio, is their quickbar system. Factorio is similar in some ways to Turing Complete, and so I think taking ideas from Factorio is a great idea. Especially considering Factorio has been around for a while and many people are already used to it. That's why I think adding quickbars, or something similar would be a good idea. (it doesn't have to be full feature parity)
I'll start by describing the feature as it exists in factorio. In factorio you have up to 4 on screen "quickbars". There are always 10 quickbars, they just aren't on screen at the moment. You can drag items to the quickbar, and the keys 1,2,3,4,5,6,7,8,9,0 select the items in the top-most quickbar. To add an item to the quickbar, you just drag it and it creates a copy of it there, or clicking an empty slot opens the item selector menu.
Left click and right click are consistent with what would normally happen if the item wasn't in the quickbar, and middle-clicking on it will remove it from the quickbar.
Pressing X will "rotate" the quickbars. Meaning, in the image with the rocket, pressing X will move quickbar 1 to the bottom and move the other ones up by one. This doesn't rotate in quickbar number 5 though, it only rotates the 4 that are already on screen.
Clicking on the number on the left of each quickbar allows you to swap it out with another one. This opens the menu from the other image (without the rocket). You can also change the top-most ("selected") quickbar with another one by using SHIFT+(1|2|3|4|5|6|7|8|9|0) This chooses quickbar 1,2,3,4,5,6,7,8,9,0 respectively to replace the top-most quickbar. So in the image with the rocket, pressing SHIFT+2 will replace the topmost quickbar (#1) into quickbar #2. This also means there will be 2 copies of quickbar 2.
So now that you understand quickbars in factorio, how do I suggest they work in Turing Complete?
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