Timer delay: Allow zero as valid input
Sometimes a timer is only intended to delay either the on or the off condition, while the other condition is still supposed to be transmitted instantaneously. You can set that condition to 1 tick, but that's still not quite zero , and the unintended delay may cause harm under very unfortunate circumstances. Also, the length of a tick is explained in-game, so players may not even realize it is closest to zero. Thus, please allow zero as a valid input for delays, or alternatively provide an option (in the unit dropdown) to set a condition to "Off".
Note: It would then be possible to configure a timer delay to have no effect at all, but I think that would be beneficial also, as you could disable the timer (perhaps temporarily) without removing it from the automation chain, making life a little bit easier.
(Yes, technically you can already achieve this by using the accumulator option and a negation/NOT relay between timer and input signal, but that's really more complicated than it should be.)