I think I see what you mean, to skip just skip to defining a new sound step entirely, and include defining the path for the sound file in the "new sound event" properties box or something like that. I guess then Corey would also have to separate out sounds that are not an event that occurs during the tourney from those that are associated with a hotkey (I have used the hotkey sound item a couple of times for sounds that are not "sound events" - most notable was a New Years Party where I had Auld Lang Syne song installed as a hotkey and when midnight rolled around just hit the appropriate hotkey to play the song
)
I have gone from having a medium number of sounds to paring it down. Players seemed to find them annoying after a while. Only sounds I now use are a few warning beeps to let me know the end of the round is coming, and end of round sound (I use ESPN guitar riff), and a song that plays about 30 seconds before the end of a break. Most of the sounds are more important for me as the dealer than for the players.
Still hoping that Corey will implement some way to have the "paused clock" sound play repeatedly, as I still miss that the clock is paused here and there. It wouldn't be a problem, but my laptop is so slow that when I need to bust someone out, I have to pause the clock because it can take me a while to bring up the necessary screens to bust them out and rebuy them etc).
I guess I don't mind having to go through 2 steps to make sound events, because I will never have more than 8 or 10 different events and I save these as a template and use them in other tourneys, so I never have to repeat the process.