Viewport Cavity for edge wear?

We already have the ability to use viewport Ambient occlusion to mix between shaders, and that’s a wonderful thing. However, if you want to create convincing edge wear in eevee, none of the usual solutions are particularly useful. If we could use the viewport cavity values (ridge, valley) in the node editor, it opens up a world of possibilities.

Is this a feasible request?

That would be awesome, I guess one issue here is that Cycle use pointiness and / or bevel that can be used for that. If eevee get’s another system the two engine get less compatible.
Eevee can be used standalone, or to be a preview of cycles shaders, the best would be that these two engines stay compatible as much as possible.
I’m sure anyway it will eventually comes to eevee , that’s an important feature.