1) Selection tools - Double clicking any type of component, in any type of transform and selection tool to select loops and rings just like in Maya. Partial loop and ring selection again just a matter of double clicking the end of the loop or ring. A hotkey modifier to temporary activate that thing called Live selection (In Maya its the tab key). Rectangle selection doesn't need to be a different tool just drag a damn square in any selection tool or transform tool you might happen to be.
2) Modeling tools
- Advanced and refined : Circularize, Bridge and Wedge (Hinge from edge) just like in Maya
- Precision tools for adjusting "loops" post factum and fixing topology like all the freaking 3ds max Loops Panel lol
- Set Flow, Make Planar, View Align, Grid align 3ds Max wise
3) A Refined and consistent Symmetry mode for most of the modeling tools. (partial symmetry supported ) and some tools of that like.
4) Open subdiv How is the Cinema 4d workflow for it? What about smoothing groups? I would add these as well but Im not familiar with how C4D use them. Any equivalent for them ? Max really excels at this with lots of selection options and crease sets management.
So yeah mostly modeling stuff from what i happened to figure it out in the program by now coming from a different background ( some modelling in Max, Uv maping and Motion graphics done in Maya).
5) Motion graphics wise I would like to see these new level of control MASH brought to the table .At this Point, MASH seems way more powerful than Mograph and the Mainframe devs continues to deliver very consistent updates. In combo with the super fast Maya 2.0 viewport makes him even more reliable. It has a lot of potential for Modelling purposes as well (I suspect in the future the MASH editor will somehow supplement the lack of Max modifier stack). It will probably be a away more advanced procedural modeling than Max stack but Maya it will do it in its own Frankestein-ish way (to be read very convoluted).
I dont know why motion graphic artists say MASH has a a cumbersome workflow. First of all assuming you have a minimal experience with Maya youll notice that motion graphics seem to its by far the simplest,fastest and most interesting thing you can do with the program in order to achieve some decent results. Back then when MASH it was first integrated I was stunned how easily is to replicate these UI motion stuff (you can get them free from Autodesk Creative Market) and other cool medical animations.
6) ofc the viewport performance improvements. I wonder if this would make possible to implement a better wireframe display that Blender has it on the way for the 2.8 viewport and Houdini already from 14 version . It seems it fades out the wires on the back of the model. Blender seems to add something extra to the mix that makes very dense models shapes and contours to be more distinguishable. I wonder how taxing is on the system such implementation.
Houdini Blender 2.8