Sorry for it taking so long for me to reply to this. I was going to make sure my email box was open first (some virus has been super-spamming me and I’m having trouble keeping my box below quota), but I decided I need to stop everyone from wasting their time.
If you had scrolling in your map editor, the problem would become immediately apparent. As soon as the tiles would move, you would see “smearing” where the now empty tiles are. The reason for this is optimizations. GAGE is designed for use by high speed games. As a result it uses a VolatileImage as the backbuffer for the maps. For speed, GAGE doesn’t bother clearing the background before painting a new frame. So, what’s the answer? Well, the primary way of handling empty tiles is to have a background image or a Map that has no holes. Another option is to change the Map class to clear the background of the lowest map in a stack. This would allow the holes to show through without issue. It’s not a change I would recommend using in a game (kind of slow), but it will work for a map editor.
As for the API changes you want. I was going to have you email me a list, but that doesn’t seem feasable at the moment. Can you post a desciption of what you want to do here? I’m guessing that changes are unnecessary, but we’ll look at them all the same.