Have been working on various projects where all materials are procedural apart from having to UV then bake out an AO pass, simply to create dirt and grime. We have an AO shader node and even AO in viewport, how useful and time saving to have AO as a texture node. A colour ramp could be used to get the desired effect & combined with tillable texture maps or even procedural noise, could produce the dirt & grime. As Andrew Price recently showed us in a tutorial the power of an AO maps for adding realism. We have the pointiness node, but its not quite the same. Don’t know what others think or if this is even possible, but if anyone has the skill, I would love to see this in trunk & I’m sure others feel the same.