I think I mentioned this first one before, but a couple things I think would greatly improve the subsurface scattering, both in PT and SR.
First, Decay Tint function, to supply PFs/Image Maps that define colour at different areas, whether UV or Texture Space derived. This is especially useful for multi-coloured gems, and skins.
Second, a Decay Distance function, to define the decay depth again by UV or Texture Space. Useful again for mixed rocks like gems, and for skins again (think an ear vs a cheek).
Thanks for the consideration.