The Wii/wiimote can do loads of stuff the other consoles cannot do - these will never be supported in retroarch because their interest is in stability and universality, and not wii-specific features, solutions or issues.
Here's an idea -
@SuperrSonic and
@Wiimpathy fork a wii-specific ra. You're worried about nonsense that comes with that? hide behind Wiiflow, call it a wiiflow plug-in pack, no one will bother you*.
Between the pair of you, do you contribute more to the Wii-ness than the people chucking your work?
Most definitely!
A wii specific issue retroarch will never bother to integrate? Mouse emulation - The wii has a front end that can emulate a mouse (or pointer) more accurately than anything on any console
Sorting this and the Wii becomes the standard for every desktop emulator - Cannon Fodder, Lemmings, hugely popular games - not just desktops, anything with a pointer could become best experienced on a Wii.
The Wii can also emulate,
physically, the analogue rotary inputs of early home consoles and arcade machines - in a way that nothing else can
I was thinking of a universal key mapping file - something simple so users can edit a file and change the way the wiimote inputs to the emulator, but with a syntax complex enough to take the wiimote data and define ranges of output the emulator is expecting - that's not worth doing for one emulator, but the same format could be used across a suite - like a 'wiiflow plugin pack' - and text can easily be edited from homebrew, without leaving the wii.
Wiiflow already supplies an interface that could be used to launch and invoke these files against different games. It could, potentially, generate on-screen data from what's in a keymap, or display user instructions from embedded text. A homebrew interface to edit them via a simple menu & graphics wouldn't need a filebrowser- you could find the file and launch such an editor, or just edit the text, from within wiiflow, in the context of the game you are about to launch.
Why Bother?
If the goal is emulation - this could, in many instances, emulate the arcade/original experience better than anything else.
(star wars with the wiimote as a yoke - missile command with the pointer - anything with an analogue input that wasn't a joystick)
But, not only that, users could easily, say, play supermario 3 using tilt, or use a balance board to jump, and use the
same file to control any game, even across consoles.
You could play thirty-year-old games in really fun, new ways.
Two people playing pong on the same balance board - it could entirely change the nature of some games in ways we can't yet guess - but there are A LOT of possibilities.
Edit:These possibilities are exclusive to the Wii.
*p.s. i'm not suggesting that this should be exclusive to wiiflow, just that provides 'cover' - the functionality is still available if you, perhaps anonymously, tell people how to do it without wiiflow - or they work it out.
p.p.s Obviously, there are other opportunities for integration offered by authoring a suite, other than with wiiflow as a launcher, what's under the home button in-game, for example, perhaps that could be an opportunity to change the key map?
TLDR: - the wii can do what other consoles can't, but these capabilites won't be supported by retroarch because it can do what other consoles can't