I guess arrays would be good for implementing a card game.
To start, you could use an array with the cards ordered, and you know how many items are in the array.
Then, you use a random number 1 to [maxitems] to draw a card and put it into the reader's hand (might be an array as well). Subtract 1 from [maxitems] and draw another card.
This might already be possible right now, but it's probably a bit cumbersome.
Time and date should already be pretty simple to implement, as you can use a number and count up the minutes or hours.
To show the time in useful numbers, you can use a formula with modulo operators.
E.g., if you have the lowest unit as minutes, you can do
game:minutes = game:time % 60
game:hours24 = ( (game:time - game:minutes) / 60 ) % 24
game:days = ( ( (game:time - game:minutes) / 60 ) - game:hours24 ) / 24
Besides the issue of the currently limited size of variables, a contemporary date/time might not be that useful, both in terms of unit conversion and range. (Think of fantasy stories in a separate universe or a science fiction story with an approach to time that doesn't rely on a changing time an object moves around another object. (Though ages must be adjusted accordingly.))
I would rather go in the direction of (fixed) floating-point variables, manipulation of dropdown variables (shift up/down, choose element n), string variables (with string manipulation), and arrays.
For the given example, story-wide functions might be useful, like
game:hours24 = function:hours()
with a story-wide definition of
function:hours() = ( (game:time - game:minutes) / 60 ) % 24
In this case, there is no need for parameters, and the values of the hardcoded variables at the time of the function call would be used.
If parameters should be used for that, it could be implemented like this:
function:hours( parameter:time ; parameter:minutes ) = ( (parameter:time - parameter:minutes) / 60 ) % 24
(If functions can be used within functions, nesting might become an issue.)
accessing your inventory while still being able to easily select things in the environment
It might be useful to set a variable that points to a certain chapter.
Then, linking a chapter could offer the option "go to remembered chapter".
That way, you could set a pointer to the current chapter, and offer a link to a detailed inventory or a detailed character sheet. From the character sheet, you could then use the link to go back to the remembered chapter.
To make that work, linking chapters would need a checkbox option "ignore game state changes of destination". (This might be useful anyway.)
I'm not sure about using real time stamps within a story.