I can pretty easily add a second poi and arm, and I'm thinking of making the shoulder draggable in position so you can place them one on top of the other or side by side, or any other kind of crazy situation!

Also I definitely can add variable poi radius to simulate inside / inverted planes.
It'd be nice to be able to have a programmable sweep function on the poi radius too to make even spirals and smooth transition from long to short...hmmm... possible. but I'm back at Uni now so I'll see how much time I get to do some of the more tricky stuff!

hmmm programmable sweep would be wicked on all of the functions - that would allow simulation of 1.5s and other crazy ass pendula action...
Id also like to add move recognition and naming - ie you put in -1 4 and the name 'anti-spin flower' pops up.
Flash programming is similar to java programming - cept you can shortcut much of the graphics stuff by using Flash's drawing tools and built in objects. However (at least in Mx2004) you sacrifice a lot of the OOP strong structure you get in java. ie flash mx2004 can sometimes just do whacky stuff - that a proper programming language simply shouldn't do.
The whole animation you are seeing is done in code - not tweened or anything like that.