I actually did that last October. Glider said that his hands is full with the D3D11 client development, but he will consider updating this add-on after he has completed the D3D11 terrain rendering part.
I think I can start making an update for the addon now, because I don't see any effort to make terrain support in the Orbiter core. (and that means that no stable at high time acc. terrain collisions is possible) So the terrain part can wait for the next beta or whatever will have anything about terrain support for graphics clients.
So, I'll focus on making the new version more stable and with a better graphics client support. The requested features I saw were:
- Falcon 9 1.1 (the longer version with M1D) and longer model for F9H
- multiple payloads for all LVs
- more precision for autopilot
- stable orbit as target for autopilot
- second launch pad at Vandenberg ?
- reusable 1st and 2nd stages with propulsion landing ? (I don't believe they'll do anything like that beacuse it looks more like an advertisement than an actual working thing... and propulsive landing of capsule from 5+ km altitude doesn't make any sense at all because it isn't possible with Earth's gravity and Dragon's engines)
- also I'm sure I'll add support of normal/specular/emmisive textures into the next version for D3D9 and D3D11 users. these textures can really improve visual part of the addon.
- open source code, so anyone later can fix important bugs and improve/take something
Maybe something else ?
I will try to make sure that the D3D9 conflict is gone (I'll try to reanimate solar panel in a different way, and if it won't work I can look for a problem in D3D9 code. After D3D11 development I understand how graphics clients work

) I'm gonna start with writing a new code and try to make sure that it'll be more configurable and stable than the old version. Then I'll have to make some new meshes and textures.