Hi, welcome to the community!
The main challenge of writing an editor for Panda3D is that Panda3D is a very flexible, versatile engine, adaptable to a wide variety of workflows. When building an editor, whatever kind of workflow you implement, it is naturally going to restrict people towards certain ways of thinking about and constructing their games. This is the reason why there has also been pushback to adopting an editor from a part of the community, particularly from people who appreciate Panda3D’s not-getting-in-your-way design, who would rather be given the tools to make their own editor that is suited to their particular use cases.
To be generally useful, an editor would also have to not just implement the rudimentary basic drag-and-drop scene construction, but it would have to wrap tightly enough around all the important Panda3D attributes and concepts. If there is one particular attribute that I cannot set through the editor, it needs to be easy for me to modify or work around the editor to add it, or I can’t really use it. Or if I have to adapt my game to a completely new object model, that’s yet another barrier for me to use it. (Godot is nice—but after having used both for several games, I can safely say that Godot is nowhere near the level of depth or flexibility that Panda offers.)
Another tricky thing is that there has to be something to edit to begin with. You could make something that edits Panda’s scene graph, but a good user-friendly editing workflow might have to sit at a higher level of abstraction, at a level where users can associate scripts with their objects, etc. You would probably end up devising your own proprietary scene format, though that in itself carries the risk of locking people in to your tools (which might hinder adoption). There are so many editors floating around that never caught on, it would be great if there were an attempt to produce a generic, editor-independent scene layer that could be shared between multiple Panda3D editors, rather than each attempt reinventing their own proprietary format.
The next challenge is the fact that there aren’t really good UI libraries for Panda that would allow you to build a lot of robust UI to handle this challenge. I think any attempt at an editor would do well to first make sure there is a good, solid UI framework to build upon. This might mean building a new UI library,
creating a wrapper library around existing UI libraries, or using external toolkits (Electron, Qt) and embedding Panda3D into that, although each approach has its own challenges.
I am not trying to dissuade you: I would be happy to see someone work on designer-centric tools. But I would ask you to think carefully about what the goal is: a truly comprehensive general-purpose editor for Panda3D that meets the needs of existing users would be a herculean effort, requiring a lot of careful design work. That said, if you don’t mind making something more specific in scope addressing a particular audience (such as more design-minded newcomers looking for a more high-level drag-and-drop experience), that will work well for certain games but might not be suitable for all users, I think you have a lot more freedom.
Personally, as a developer, I’m less interested in a single-package start-to-finish editor than in a comprehensive suite of opt-in debugging, development and editing tools that can be combined and extended to meet the needs of my specific applications. I know that there are plenty of (prospective) Panda users who would be interested in a designer-centric workflow, though.