1) Daemon Falloffs: It would be great of all of the Daemons could utilize all of the mograph falloffs.
2) Filter Daemon stability. The Filter Daemon often introduces instabilities into a simulation (exploding/ stray particles, etc), even when following the guidelines in the manual. I'd like to see the process of transferring particles from one fluid to another be more seamless/ stable.
3) Daemon Constraint system. In addition to the falloff controls, it would be very useful if the Daemons could be constrained by additional scene info, ie, particle information, noise, gradients, object volumes, etc.
4) More particle data types. Being able to utilize the additional particle data to create vertex maps in version 2.5 is a great addition; I'd like to see this extended to all available particle data types, including user data that could be applied to particles.
5) Particle Sampler Shader. While this is partially redundant with the current implementation of mesh vertex maps, I think being able to sample particles and their corresponding data directly within a shader would be more useful and user friendly. This would also simplify the creation of wet maps and would eliminate the need to render out a PNG sequence, which currently seems a bit unreliable.
6) Variable Viscosity and Density. I have no idea of this is even possible within the current Dyverso framework, but VV and VD are essential for realistic simulations of lava or other cooling/ heating/ hardening/ melting fluids. Faking this behavior with the Filter Daemon and multiple fluid types is limited and difficult to keep stable.
7) Hybrido implementation. I'm sure you've heard this request before.

Thanks for being open to feature requests!