IMO you have too many shaders in the functional group: (don't end up like blender with an impossible UI)
Since vectors and colours are handle in the same way, there are no need to have to have two groups of shaders.
In general scalars, vectors, and colours should be handled in a general way:
Only one add shader.
Only one subtract shader.
Only one divide shader
Only 3 multiply shaders.
E.t.c
If you keep both muliply colour, and multiply vector, they should be handled differently, e.g.
if you multiply a colour with a negative scalar, the result shoul be clamped to zero.
Negative colours make no sense.
In this way you eliminate the abs colour shader.
The abs colour shader and clamp 0 colour shader is the same.
The clamp01 vector shader is missing.
In the documentation, it is mentioned the a disabled shader works like a walk through.
This is not the case for a constant shader, whisch works like a constant shader, wheter it is enabled or not.
A walk through (scalar, colour or vector) is useful for test purposed, and distibuting nodes for simplyfying networks.
The drop down list when you assign a shader, gives difficlties when it contains more shaders than can be shown on one page.
It should be broken up in level for better handling.
Apart from this (and the missing support for internal networks) I love the functional network in TG2.
I forgot to ask: what does the step function do?