Ark's interaction wheel is an example of a bad implementation. In ark it is possible that buttons switch places or move around to other locations. Not to mention that the navigation is multi level deep which makes it very slow and cumbersome to navigate and you can't see all the options immediately.
A wheel design should be quick and accurate. To make it quick the actions need to be in specific locations. As an example: reset
should always be straight down. If for some odd reason suddenly delete
is straight down this will cause issues.
If you make things not move around this will result in the system becoming less extendable and thus careful thought should be taken on what functionality goes where.
Another thing to keep an eye on is mouse motion accuracy. With this I mean that most people are not super accurate in their directional motions. Therefor you can't really add too many "pies" to your wheel menu. I personally think any wheel menu with over 8 directions is too much.
The size and direction of each wheel section should be static. rather than dynamically sizing all parts you should settle on a specific size and if there are less wheel parts than just don't render those parts but don't scale the other wheel parts.
In the above image you see from left to right the wheel with 1 option through 8 options.
If you want more than 8 options in your wheel menu or want multi level wheel menus then ... make a proper gui instead.