I don't know if there is any work being done to address/implement the
idea here but I must say, I really really like it.

I think the click-to-gain-focus is not an issue if the menu is shown on
hover for only active windows. That is, if there is an inactive
maximized (unmaximized) window at the back, and you want to click on the
title bar to put the focus on that window, the menu should not show on
hover or first click. It should show only after the window gains focus.
Of course, if the user made it so that focus follows mouse, then it
would obey that.

Also, I've been thinking about the length of menu for some programs, as
this is a real potential issue even for the current design for low-res
screens and some applications. What can be done is to show as many of
the menu items as possible, and stack the rest in a final drawer item
that looks like a pointer or an arrow; just like how Windows or KDE
handles system indicators. This must be done dynamically (so I'm not
sure how difficult the implementation would be) so that if the user
changes window size, or font size, or screen resolution, all should be
handled seamlessly.

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https://bugs.launchpad.net/bugs/782524

Title:
  Suggestion for a new Unity Menu Concept

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