For instance: prices of boosts. Initially just sand and castles were supported and then I hacked in glass blocks too. But I'm currently halfway through changing it so that a price can contain any kind of stuff and will work generically the same way for everything.
Well except that there's a few boosts and badges that rely on certain weird conditions...
Feature bloat, it is a raptorcat. Take a few days, figure out exactly how you want to set it up. Keep note of what things rely on kludges and save them someplace, maybe run a backup to test against later. Then refactor, refactor, refactor, molpyifying and generalizing to get rid of the mustard. If you think of any new features you want to add during that time, write them down and come back later - it's gotta be focused or you'll rack up kludges again.
Oh, I guess this is my first post today. Well, y'all know I always stick around even if I'm not posting. Glad to see so many OTTers peeking out from the basement!