From a software architecture point of view, HyperCard had a number of interesting ideas which might bear reexamination. At a time when persistent object stores were still novel, HyperCard was built around one. It's not going too far to say that its user interface was simply a reification of the object database. HyperCard's programming model was object-like, but didn't fall neatly into either the class/instance or delegation styles. Individual visible cards in a stack were created as instances of prototypic backgrounds and could be pre-populated with text fields and action buttons. Default message passing was an odd hybrid of visual containment and fixed object hierarchy. These features, plus a very texty scripting language, seem to have made for a very approachable tool for the nonprofessional coder or database creator. (To my knowledge there was never a study of programming usage and usability of HyperCard. A real gap.)
If you've never created an interactive stack in Hypercard, you've missed one of the rare treats in the history of software development.
I hope some of the lessons you taught are passed on to new projects that allow just plain folks to try out coding and authoring.