I just reread my post, and it seemed much harsher than I intended. I apologize if it came across that way.
The way Mouser put it is much better (and to the point).
-mwb1100
Not at all! Honesty, and brutal honestly is greatly appreciated here.

I'm not some candy-ass pansy that can't take a bit of intelligent criticism, which is what I asked for, and what I got.

On my end for that, it wouldn't be that difficult to code. Implementation is NOT an issue. The only issue is WHAT to implement.
I had plotted out a rough progression for 5 features, then in the next version, perhaps some more, with an initial schedule something like this:
1 $1.99
2 $3.49
3 $4.95
4 $5.49
5 $5.95
Then, hypothetically, in the next version, something like this:
1 $1.99
2 $3.49
3 $4.99
4 $6.49
5 $7.49
6 $8.49
7 $8.95
8 $9.49
9 $9.75
10 $9.99
Which I would instantly discount 50% (marketing gimmick -- widely used here in Australia -- triple the price, them make it 50% off -- gawd... gas stations and chocolate bars...), and offer existing users an attractive "upgrade".
It's all... pure... gimmick... Nothing more. Just something to set a baseline then get the potential customer to buy into "it's only $2" and lead them to "but for a buck or so more I can get..." and then all the way up to the top of the scale because "it's only a few pennies more".
Gimmick. Gimmick. Gimmick.
There are only 2 prices -- the bottom, and the top. Everything else is there to get you to choose the top.
Anyways -- You then buy "checks" for check boxes and tick whatever you want. I then thought that letting people change every 30 days would be a good way to motivate them to finish up by buying the rest of the checks they want, if any.
So, it wouldn't be like buying a software license so much, as buying something like an in-game item/slot.
The model isn't really new or anything. It's just used in a different context --- gaming and retail.
Anyways... I've decided to nix it.