It probably won't have AI editing capabilities (yet). It WILL be able to produce basic LoS / LR multiplayer DLL's, and maybe colony games (with little or no computer AI). This part is pretty much "full feature", you can control almost all aspects for the player and map (the units, beacons, even tube/wall segments, day/night, veh. lights, starting resources, etc), at least for making basic multiplayer levels.
For AI, I'll probably do it like most modern RTS'es (they have default "AI Triggers" which are libraries of AI functions that by default get enabled, and you can override them with your own triggers if you want). I'll either use an event-based tree system (condition/action, like most games), or a scripting language. I'm leaning toward the tree because it is a lot easier to learn to use (targeted at people who have little or no programming experience). However, based on time constraints I might have a scripting language to implement more complex routines (for more interesting AI).
Again though, don't expect AI editing right now, but it will come sometime (at a later version).
The editor WILL have a techtree editor (reason not so much for ease of editing, the tech tree format is really simple to understand, but for time (make it faster to create researches, and make the linkages between a research and it's prerequisites more obvious - again probably a tree structure).
As for map editing features, expect ones like copy and paste, minimaps, etc.
The program will have a project/workspace type of setup, where you have a panel to pick different files to edit in your project (like the MS VB / C++ IDE's) so you can edit files together in tandem (place units directly to the map window so you can see immediately how they will look in game), etc.
As for other features... I don't know yet.
Leave any wanted features here.