Unfortunately making events with tile graphics work is not as easy as it may seem. The map rendering code is completely separate from the sprites on the screen and map tiles in events are rendered as sprites. In order to make them work, a complete rewrite of the sprite system in PIXI would be required to support 3D coordinates properly. Since a lot of code depends on the sprite system, it requires rewriting a lot more other code just to make the sprites work and not break everything else. So this is a feature that I won't be implementing.
Can you explain the event rise? If it's what I think it is, this plugin might help you solve that issue: https://forums.rpgmakerweb.com/index.php?threads/character-anchors.105599/
If you want to use zooming, you should use UM7 directly. Other plugins will likely cause issues, because the map rendering in UM7 had to be rewritten completely so it's mostly incompatible with map zooming plugins.
As for the path indicator, I'll fix that. It slipped my mind to apply proper zooming to it. xD
As for the additional stuff for the path indicator, this can be done as a completely separate plugin and it's actually outside of the scope of this one. I don't actually intend to make any more plugins for MV (except for maybe a good localization system). I mostly shared this plugin since I already created it for my own game and I know that people have been looking for a good Mode 7 script since the RMXP days.
You can zoom into the map by changing the camera Z distance coordinate. The rest requires a little bit of extra coding. I likely won't be implementing it, because it's a very, very specific feature and it changes the controls. I was actually asked the same question recently so you can look up some extra info here in these posts: https://forums.rpgmakerweb.com/index.php?threads/ultra-mode-7.94100/page-36#post-991164
As for the sprite priority, this is yet again a 3D issue. Since mountains are flat tiles and sprites are rendered after/above the map, this isn't fixable in a classic sense. Those are simply technical limitations of essentially using a 3D map in a 2D engine/game. Besides limiting the pitch angles the player can have in the game, I can suggest two ways to go about this:
1. When using a flat map, you might want to consider turning UM7 off for them. That way the standard code for maps will be used and the tiles that appear above characters will be rendered properly.
2. Create events for "upstanding" graphics likes mountains or trees. If you run into event render order issues, this is because MV doesn't use a Z coordinate for render order anymore as RMXP did. This guy had the same problem: https://forums.rpgmakerweb.com/index.php?threads/ultra-mode-7.94100/page-37#post-1000156
and Arend suggested to use MOG Event Sensor to fix it.
I actually had a similar issue in my game. I solved it by limiting the pitch to a value that still makes everything look good while also adding a bit of code to make sure characters are rendered from top to bottom on the screen to create the illusion of depth for sprites (along with scale obviously).