Glad you're looking forward to Blake Stone support. Reverse engineering it shouldn't be all too difficult I would think. Not too long ago Quasar (of Eternity Engine) and Kiaser (SvStrife and Doom 64 Ex) litterally reconstructed the source code to Strife for Chocolate Strife and of course that game was reversed engineered by Kaiser, Randy, and I think a few others before then. Not to mention the XL Engine is reverse engineering whole games that are more complex then those on the Wolf3D engine. That said, the Wolf3D engine does have a lot of assembly code that could make things more difficult. The main thing I'm concerned about is finding the actor state table as that's the only thing I can think of off hand that has precise timings, but the more code that can be recovered the better. (The rest could probably be extracted with resonable accuracy by just having someone nitpick the game for accuracy. On a side note I think Adam Biser did some initial reverse engineering work on Corridor 7 for WinWolf3D.)
When the time comes my plan is to hopefully get some help from Quasar and Kaiser to get me started on how to find such information in a disassembly, so we'll see. I'll of course keep the release notes updated as any progress happens in this area, but don't expect much from me until after 2.0 is released. Of course, if you know how to do disassembly or other reverse engineering then be my guest.
Outside of probing around in a disassembly, there are other things can can be done to help. Blake Stone likely modifies the map format. These changes are probably mostly known as I think some of the Wolf editors can edit Blake Stone maps (but of course they're all closed source). Knowing how things are represented in the maps would help a lot. Likewise any changes to the data file format? With that the other thing that can be easily done is assigning names to all the chunks in the game. See the WL6/SODMAP in ecwolf.pk3 for what I'm talking about. This is just a task of going through the data file chunks one by one and giving an arbitrary name. The only real catch here is avoiding conflicts with Wolf3D/Spear and preferrably following any naming conventions established there.
Of course I can make no promises on time frame either way, but the less I need to do the faster it can get done.