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).
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.