Albedo shader / emission shader / diffuse shader / Diffuse -- Emission Shader. Could also maybe just distinguish between "default" shader, and the new shader. Default shader doesn't actually make much sense in TG. Default as apposed to what? Lol Anyways, Blender has their new Principled BSDF as the default material shader now, I believe it's a abbreviation of what type of rendering it's literally meant for (which is Cycles I believe). Maybe could just call the Default Shader like PT Shader, or something similar, and than RT Shader (Standard Renderer). But I know we gotta maintain legacy usage. Just in general the "Default shader" thing is strange.
Great idea.
Another simple shader that I'd love to have is a simple Mask shader. Main Input, and a Mask, working in non-clamped data or clamped (similar to coverage in surface layer at 0-1.
Currently, you have to always set up a surface layer for this, such as inputting into colour first, and then child so it disabled colour (without going into it), but then I usually mostly am masking non-clamped data, so I have to go into the shader anyway just to disabled coverage. It's a lot of work just to mask something, and It's strange we don't have a dedicated method for like functions and stuff.
You could use Multiply or subtract, etc, but the results interestingly seem different in halftone areas, additionally, if you need clamped input you're adding a colour adjust or clamp 0 1 scalar/colour. That clamping when it comes to colour doesn't take into account 0-1 ranges but clamps the mixed colour at 1, so it doesn't produce the weird burning dark colours, but also doesn't look like it would with a surface layer masking. Also when you're masking whole setups, multiply/subtract/etc can really mess with all the unclamped mixed data.
The distribution shader is an alternative, but you require a solid map to utilize the child input, otherwise it's colour or 1 will show through which you are not able to disable.