I keep noticing a basic feature that's to be missing for the StandardMaterial, and was curious if there are any plans to change it or why if not. I was thinking about the ability to use a grayscale texture for vertex displacement across the UV map: Custom shaders can easily do this, but why not have it as one of the many options for the default material? Many textures come with heightmaps intended to displace vertices packed with the albedo / specular / normal / metallicity maps: You shouldn't have to make a custom shader just to use that, it would be much easier for developers to create a subdivided plane textured with a standard material then just plug the displacement image in along with all the other maps.
There already seems to be a good place to add this: The standard material has a grow section, when enabled it gives you an amount slider which lets you shrink or expand the surface. Why not just add an optional texture input so the growth amount can be controlled by a texture? And maybe rename it from Grow to Displacement which would be a more fitting name.
When this feature can be implemented for the visual material, it would be great to also support it as a collision shape: We can then plug the image directly into a HeightMapShape or new shape type, allowing a subdivided plane to take collisions directly from a texture's displacement map.
Using the builtin noise texture, those two changes would more easily allow for procedural terrain without having to reprogram the feature yourself each time. Most requirements to support this by default are there, the only limitation is that displacement always needs to be scripted manually and needs a custom shader, with a few changes this could be supported in the default material and nodes.