I would love to put in a level editor - you are right it would give it so much more replayability. Our original in-house engine that ran our 2015 mobile version did actually have an editor for 1v1 missions against an enemy colony... Amazing how that has gone from a reality to a distant, complex goal in UE4.
I'm not sure what the best way of doing a level editor would be these days. You would think it would be easy as we use hex-grids for everything, but the ants go up and down ramps that are neatly placed by hand. The ant entrances are also placed by hand, there are invisible pathing penalty zones and impassable walls on ledges that have to be edited manually in certain circumstances. Even if we made a system whereby those could be placed easily, painting the surface is also not automated, its also a manual process, blending the non-tile grid objects into the tile-grid ones. Finally we would need a way for the user to add enemy colonies, define their behaviours, trigger creature spawns & events etc... Would be quite a lot of work.
We are going to have a meeting next month to assess the current situation and what we need to do next. The leafcutter update has been really well received but as we feared, its really just a 3-4 hour additional burst of content. Once it's done, it's done (unless you have a thing for harder difficulty modes). Skirmish mode, map editor, multiplayer & improved freeplay will all be on the table for discussion. I would also like to finish the game in this lifetime...
The fez spider is not technically a spider. They are of the order Amblypygi but commonly known as "whip spiders". Not a scorpion - not a spider, something a bit similar to both, but is actually neither. It walks on 6 of its legs, its two front legs have become long modified antenna-like structures for feeling around (the two big arms on its face are enlarged pedipalps). One crawls on Ron Weasley's face in The Harry Potter movie - Goblet of Fire.