i never went through the posts above, but what you think guys about ...
digital assets right out of the box ( take a look at houdini's stuff )
improved rendering ( delete this crappy MR support or redo it in the right way )
reading/writing of pointDataCaches from/in ASCII files ( or from/in compressed files - optional ) on per frame basis, also ability to blend bethween different caches ( why not and weights painting for better control - kinda syflexCloth/MayaCloth ? )
weighted deformers - 6.0 offers some fake weighting for the sculpt one but it is really-really fake and is not working for geometry based sculpts.
why not to extend the MEL functionality with shading stuff and why not to have ability to compile MEL for better performace ? Something half baked bethween C++ and standard scripting - i again will give you reference with houdini's VEX builder and OTLs - so neat. HyperShade is getting older and older and needs some serious improvements, this MEL stuff will help a lot. Not every studio has ability to work with Slim.
POSE BASED DEFORMATIONS - heloooo ... alias ... do you want Maya to be the best character setup/animation package ? heloooo ?
why not to have ability to color my sprites using shading nodes ? why is needed to use image sequences ?
the blobby surfaces are ... joke, really bad one - needs some serious touches.
and so on and so one