Principled BSDF: Topcoat roughness issue should be fixed.
Principled BSDF: Is sheen handled correctly?
Principled BSDF: Topcoat is simply added, same as the reference. Unless engines does it otherwise or reference method has been updated, this should stay the same. The idea is to have similar outputs to common target engines. No need for IOR, the amount slider does the same thing as specular amount - just increase it from 0.5 if you want more. Reason I don’t think it matters much to have this one energy conserving, is that the diffuse albedo is usually low enough that this doesn’t matter, and that most people don’t reduce the specular when using topcoat in the first place as we’re supposed to - meaning that specular below topcoat is reduced to near zero (not for metals because metal IOR is so high). Tint sliders should be left untouched. If anything done to the Principled BSDF, it should maybe be to be able to select metalness and specular workflow, where specular workflow would allow you to set specular color. The tint sliders aren’t meant for this. Note that DisneyDiffuse is also not energy conserving, whereas Lambertian Diffuse is. This I think has a far greater damage potential than specular which mostly affects the rendered pixel and not so much energy transport through bounces.
Velvet BSDF: Should be possible to set directional and rotation values. Currently we can only make materials with a straight cone/nub. Many fabrics are impossible to create. Either that or a new dedicated anisotropic velvet shader with a 0-180 degree min/max compared to anisotropic glossy shader which has 0-90 degree min/max.
Fresnel node: Roughness input and a switch to toggle thin/double-sided.
Layer weight/Fresnel: The value slider should have the same range response as that in the Principled BSDF. Although I rarely use this convenience gadget, it would make sense for consistencies sake.
Refraction node: Switch to make shadows transparency shader based.
Iridescence shader: New shader to handle this phenomenon. The purpose of Principled again is to produce comparable results to game engines, not a grand solution to absolutely everything we can think of.
Metal shader: New shader to handle metallic aniso/glossy, based on dropdown to select single color, face/edge color, or complex fresnel n/k values.
Glossy/aniso shaders: I would also like GTR distribution with custom tail. As well as to implement newer research to support phenomena as hazy gloss in a single shader call, specular microgeometry with wave optics and so on.
Nested shader: New shader to handle nested dielectrics interfaces (i.e. air-glass-liquid).
Texture: Warp and weft generator.
Texture: Gabor noise generator.
New Material: Dropdown that enables you to create a variety of common and complex shader setups, done the correct way. Like principled empty, rough fresnel manual, complex absorption (diffuse, velvet, sss, translucency, refraction, transparency) with fresnel interface, hair, volume, various utility shading tricks and so on.
Most of this would require some heavy discussion.