I appreciate people's suggestions. For the time being I'll only pick out a limited selection and go with that. All those calls may be different IRL but in Em4, it devolves into the same basic routine of load and go when it comes to injured victims, or using the chase command on escaping suspects. I'll be picking out the ones that actually involve new elements such as search, investigation, an cleanup. Those are the three main things that I'll be placing emphasis on because they're elements of the original Em1 and Em2 games that have been missed in Em4. HAZMAT is also something that can be expanded on as well.
Due to the simplsitic nature of Em4's medical system, I can only have a very limited amount of varied calls. There wont be any in depth medical simulation like the RTS Bieberfelde mod because that is way beyond my abilities as a modder. Maybe we can see such a mod someday but Northview: Paramedics has been cancelled unfortunately. I like the idea of having untreatable time senesetive patients though. It seems like the most doable option that people have suggested.
When it comes to fires, the town of Monida pass doesnt even have tall buildings to begin with, but I'll see if having functional roof venting would actually help improve the gameplay experience. Interior fires will stay as is because of Em4's fire system being unmoddable. I'm interested in trying to implement Hoppah's search house script to be a requirement in building fires, we'll see how that goes. Most calls in that real life area are actually grass fires, or car accidents. It is claimed in one article by a firefighter that they haven't had a fatal house fire in over 15 years, so crazy calls like those will be put on the lower priority.
Policing is something I'd like to expand on, because it seems to be the neglected element of the game along with the TEC units. I place priority on those calls that dont involve arrests, or just require the player to ask around with a few people. More serious events like hostage takings will just be programmed to be the same as default Em4.
Regarding the custom callout menu, I had to remove it due to instability issues, as seen in the videos. Until I can figure out a workaround to using the default missionscript 'intercept' functions, I will have to rely on the default dispatcher style menus, and disabling that left side menu entirely.