There's a new tool I built for editing Plist files. I've been on these forums for 2 years now, and I'm hoping other game developers like myself will find Plistinator useful, and won't mind me listing it here.
Plistinator runs on Mac, Windows & Linux so its nice when you or others in your team don't have a Mac with XCode. Even on Mac its smaller and has some nice features over XCode that make it a good choice. It's bargain-basement at $2.99 and you can get it here:
Its called "Plistinator" and it
* handles binary and XML, and
* runs on Mac, Windows and Linux.
* has a directory view that shows all plist files in a folder
* has a larger code window for editing larger strings
The directory view is pretty handy when you have many files; like from Texture Packer, Sprite Builder, your own data files and and config files in plist form spread throughout your project.
Its also good for when your game is running and you want to see what files are in the bundle, or in your ~/Library - just point it at the root folder and all the plists show up in the view.
I built it in C++/Qt out of frustration with XCode, when working on my Cocos2D-iPhone adventure game last year. I was working with a writer who was doing levels for me, and who did not have a Mac: http://plistinator.com/plistinator-story.html
The implementation of binary plist read and write was done from first principles in C++ based on the spec for binary plists published by Apple - completing that and all its unit tests took a little while!
It took months to get it to commercial quality and set up all the things folks expect like installers, file associations, recent files used, find and so on; and I'm pretty happy with the result.
Lots of folks here who need to edit plist files will find it useful I think. I've made it very inexpensive compared to many other pro-level game dev tools because I know what its like eating ramen, paying rent and trying to build games.
I'd love it if Plistinator can help folks here get their games built quicker.