I know, I know, I keep bumping this with more stuff, but this is something I've actually been considering adding for a while now, and I just ran into a perfect use case. In particular, I was working on an Adventurer build whose shtick (in part) was to take as many passive stat-boosting talents (Augmentation, Unified Body, stuff like that) as possible. And my train of thought basically went: "Oh, hey, Massive Physique is a stat-booster.

Oh, wait, I can't spare a cat point for it.

Oh, hey, I've already got an
addon that will let me just buy it for money.

Oh, wait, the talent point planner doesn't know about that.

Oh, hey, maybe I can arrange for the addon to
tell the planner about it.

"
And so, since I'm nothing if not an inveterate overengineer,

v10j.1 is a massive overhaul that adds hooks "TalentPointPlanner:talentSource" and "TalentPointPlanner:flags", which other addons can bind to to add entries to the planner dialog for whatever sources of talents or talent trees or talent points that the addon makes available to the player. There shouldn't be any visible changes in functionality (knock on wood…).
If you're an addon developer and you want to get in on this, I've bundled extensive documentation in the addon .teaa detailing the infrastructure you'll be working with, and by the time I post this, you should also be able to look to
Tinker Cave Blacksmith for an example to work from.
And as long as we're here, another couple tweaks:
- Y'know those boosted-talent-category markers we added in the last release? Well, turns out those can get clipped off and not shown if the category's name is too long. Easy enough to fix; I moved the marker to the front of the category name.
- The talent source for buying Steamtech/Physics and Steamtech/Chemistry in the tinker cave is redundant and pointless for tinker characters that already start with both, so we hide it.
- I've also got a Wanderer going that's growing into a psiblades build. When I got Pugilism, I thought, "Ooh, I can use Spinning Backhand as a gap closer."
(For those like me who don't have all these requirements memorized, that talent only works if you're not wielding anything.) Well, I figured that sort of information would be useful in the planner, so I added it. Controlled by new game option "ZOmnibus | Verbose talent requirements", it basically shows the log message that would get if you tried and failed to use the talent, at the bottom of the talent's description in the levelup dialog or planner.