I'm currently working on making it MUCH more convenient to add new styles to the editor. It'll only be of limited help with traditional Lemmix levels, but it should make things virtually drag-n-drop for Lemmini, NeoLemmix and SuperLemmini.
Basically, the new setup will be that there's a "styles" folder, and the NeoLemmixStyles.ini file will be in there. But it doesn't have to have information about each graphic set; just about each collection of graphic sets (ie: you'd need the "NeoLemmix" entry, the "SuperLemmini" entry, etc; but you wouldn't need an entry for the Dirt style, an entry for the Fire style, etc). Each collection of sets is in its own subfolder in here. Within these can (but doesn't
have to) be an INI file with further info.
For Lemmini styles and SuperLemmini styles, as well as NeoLemmix styles using the new "g_[name]"/"v_[name]"/"x_[name]" naming scheme, you can simply copy the styles into the respective folder and NeoLemmix Editor will automatically detect it next time you start up the editor. You can also do this for traditional Lemmix styles (and NeoLemmix styles using the older "ground#o"/"vgagr#"/"vgaspec#" naming scheme), but of course it can't magically pull a name out of thin air, so in-editor they'll simply be referred to as, eg, "VGAGR0" or "VGASPEC0". That's where the optional INI comes in - you can define names for these styles there.
The INI can also be used for (Super)Lemmini styles, or NeoLemmix styles with the newer scheme. This could be useful if, for example, you want to also assign a graphic set number to a (Super)Lemmini style, which of course could matter if you're saving the style directly to a Lemmix format. Or, if you want a tidier or different name than the style's internal name (for example, you might rather have "Dirt" than "dirt", or you might prefer "Christmas" to "xmas" or "Sunsoft Special" to "hebereke").
As far as actually
implementing it (rather than just planning it) goes, I've so far only implemented it for (Neo)Lemmix styles, and haven't implemented support for the optional INI yet. It'll be implemented in full before the release, though. That aside, the only thing left to implement is support for the variable-sized one way areas that are used in Cheapo level conversions.