I discovered that the most significant 'collection' that exists on Second Life Library is, in fact, other patrons.
Most participants spoke about the importance of friends they'd made in-world- these became a network of support for questions about Second Life, and other topics. Many were part of interest groups - for example, educators - as well as library visitors.
Some participants felt that the library itself, in contrast to many other Second Life locations, created an atmosphere that encouraged acceptance of others and tolerance of new users, sharing of information and learning. People visited there hoping to meet other like-minded individuals - and join interest groups as a result.
This was echoed by both patrons and librarians: patrons talked about meeting other users who helped them out, librarians talked about socializing with users first, and then helping with "real life reference queries" as friends.
My recommendation was: VWLs definitely need to be designed to encourage these naturally forming "un-official semi-social" information networks to grow between patrons, and to involve virtual librarians.
I suggested that the virtual spaces could be designed to create congregation points, and interactive art and games can be used to encourage people to engage with each other and make contact.
(My recommendations were influenced by a famous Massively Multiplayer Game Designer, Richard Bartle, who talked about deliberately creating more opportunities for users' paths to cross in MMOs).
For example, while implementing a teleportation system (like is used everywhere in Second Life) that allows users to move quickly and directly between one library area and another might be useful, it would be worth considering how changing this to force users to return to a central gathering point first might impact on how frequently users encounter each other.
Additionally, a tiered system of teleportation areas might encourage clustering of users at areas for particular subjects, helping users to find other who are interested in similar topics to themselves. This would be similar to the way that, in online role playing games, users cluster around towns near to where quests or challenges are located, and are as a consequence able to form adventuring groups with individuals who share their goals.