I would like to add the point, that once TG2 gets a "macro" feature, we'll be able to package all those complicated function networks in a simple-to-use macro node, with just a few sliders to adjust the essential parameters. That's what I'd really like to see as soon as the new renderer is finalized with its multi-threading support. To me, macros are a great productivity component, too.
This goes way beyond the current experiments on terrain manipulation, but ranges to complete atmospheres, cloud types, celestial bodies, and so on and so on...
I imagine that if the macro capabilities have been available right from the beginning, the overall range of available effects within TG2 must have grown enormously by now, considering all the functions that reside in the file sharing area already.
It's unfortunate that the function clip files are close to being unusable for most people, unless they are really simple, and the "user" takes the time to study the thought process of the creator that led to the actual function network. So in fact just a handful of people are truly skilled enough to really leverage the already shared "effects".
So in my mind, macros are high on the list. ;-)
Regards,
Frank