I've playing around with OgreDotNet + MagicLibrary (Provides VC7/7.1 type of control docking/tab style).. And have managed to get a little framework going. I am contemplating designing this further, and making another svn repository for the editor. I understand that using .Net in particular tends to be Windows only (though, mono is progressing nicely), but I have also chosen to use Magic lib, which I think is pretty win32 specific.. However, using C# + Winforms for an editor is a lot simpler then using wxWidgets or Qt or whatever. And definately a lot easier then using CEGUi for in game forms IMO. There is also an issue with GL that also makes this work only with D3D9 renderer at the moment (a threading issue, OpenGL can only make rendering calls from the same thread that created Ogre, which is a different thread in this editor that drives the render loop). And, I cannot create Ogre in the same thread, as then there is an issue with WinForms being created in other context's then the one it is used in.. So, a pita, but only d3d9 right now.
However, because time is important and costly right now, I think for this, sticking to one platform for now is the easiest.
The current editor is plugin based, with plugin's providing many of the features. Though, currently, it doesn't do much more then create some blank controls, and an Ogre renderwindow in the main tab pane.. But, I plan to get a DotScene Plugin working that will allow .scene files to be imported and exported. I still havn't designed what features it will implement, or what type of "Ogre" project it will consist of (as, what is an ogre project?).
But, I imagine that you would be able to setup your main app's directory, along with the plugin.cfg and other config files so that it loads up much the same as your ogre app would.. Or, you could setup the plugin's and resource directory manually via the editor.
Anyway, I'll post some screen shots later, and will see about uploading this to svn soon.