This is one of those nice-to-have things because I'm doing a lot of fiddling to find the best approach, but currently I basically have the same code for editable fields for the Race, Background, and Command Package tabs because all three allow for addition of a set of choices for a bonus, automatic specialties, and individual skill bonuses (and eventually penalties). Currently, every time I fix one, as I learn a better way to handle it, I have to copy and paste that code to each location. It strikes me that there ought to be a better way. 
Here is an example of one of the more complicated (such as they go) editor entries:
The only difference in the three times it appears in editor.dat is the helptext (and honestly, I could just make that less specific and use the same generic text for all three).

Here is an example of one of the more complicated (such as they go) editor entries:
Code:
<inputthing
name="Skill Bonus Choices"
helptext="Add one or more skill bonus choices that the characters of this race can pick.">
<it_bootcustom compset="cmpsetSB">
<match>thingid.fRPlusSk</match>
<inputthing
name="Skills"
helptext="Pick the skills that can be chosen for this bonus.">
<it_taglist group="Skill" tag="?" dynamic="no"/>
</inputthing>
<inputthing
name="Skill Types"
helptext="Pick the skill types that can be chosen for this bonus.">
<it_taglist group="Skills" tag="?" dynamic="no"/>
</inputthing>
<inputthing
name="Bonus"
helptext="Pick the bonus value.">
<it_tagpick group="Bonus" tag="?" dynamic="no"/>
</inputthing>
</it_bootcustom>
</inputthing>
</editthing>
The only difference in the three times it appears in editor.dat is the helptext (and honestly, I could just make that less specific and use the same generic text for all three).