Software requests...

I will keep this short, for sake of clarification, and hope that it is seriously taken into consideration.
I would like to see a few changes made, if possible, for better workflow and general structure layout.
1: The "Scale" settings moved to the "Shaping" area, instead of being in the "Posing" area. (Or duplicated there as an override, pre-scaling, for compatibility.) The reasoning is simple. "Scale" is not a pose component, but it is a shaping component. It also should not be copied, when a pose is copied, unless it is split into an override and a sub-modifier of the override.
2: Have an individual settings page, related to the "IRAY PREVIEW". Only include specific settings that would be used to adjust the preview settings, without altering the actual render-settings themselves. But including the advanced settings for texture thresholds and GPU's, CPU's settings. (Eg, no lighting adjustments, camera adjustments, etc.) The reason is for adjustments that will aid in faster displays, without harming the final-render settings. Using a more realistic MIN and MAX settings, relative to the preview window setup. Bonus if it has three individual profiles... Fast, Normal, High, with easy to select ease.
3: Attach the "Render settings" to the "Camera". While retaining the current setup as the "Global settings". Thus, switching to various cameras, will also retain the camera's individual "render settings", which includes the extended camera settings, only found within the render settings. It is odd that all cameras are bound to the same render settings. To create other actual individual cameras, you have to create a whole new project, with the new render settings. Or, you have to keep playing with the "Saved render settings", which does not record the "Advanced settings", related to the textures thresholds, which have to be set manually each time, and those also alter the PREVIEW window, which can cripple Daz3D, in some instances. (This way you can have a 1080p camera, a 4K camera, a "Cinematic adjusted" camera, a "High deff, super quality" camera, and a "Quick-render" low quality camera.)
4: Remove the "Environment window", it is redundant. Move the contents to the "Render settings", in the "Environment tab", where it belongs. It is a whole window for one option... The image background. (Also, stop rendering that background image within the rendering process, if it contains an image. The image is being bound to the "Advanced options" image compression, and it should retain the original image quality, with a standard resize, done independent of the actual rendering. Since it isn't actually being rendered and the ALPHA is being rendered anyways. The alpha, even if it is non-existent, is still saved in the final PNG.)
5: Give the "Standard views", camera-controls, so the views can be manipulated by sliders and can be "UNDONE", by the UNDO process.
6: Give the "Cameras" lights, actual lighting controls for IRAY... All the lighting controls, not just the "converted 3Delight/GL light options". Also, please fix the lack of lighting working in "Sun and sky" rendering. The camera lights, even if set to ON, will not render. However, they do in DOME ONLY mode, and DOME AND SCENE mode.
7: Give us our own "Custom defaults" for the render settings. Sometimes it loads with actual default settings, sometimes it loads with whatever settings you had last, when the program closed. Because it is uncertain which settings actually are set, it warrants a constant "check" to see if everything is correct for your needs, on each loading. (Loaded files with custom settings, should be loaded, but setup in a primary tab. Giving us the option to "Use our defaults, or Daz's, or the projects settings", at a simple click.)
8: The ability to "Use Shape as a Pose"... There are many "shapes" that make for great "poses" (temporary adjustments that we don't want to retain as the final shape, but we want copied as part of the poses). Muscle-flex, facial deformations, expanding gut and ribs... This would make those (project specific), "shapes controls", available as a temporary modifying "pose control". Respectably showing at the top of the same group that exists for the "Pose controls", if that group exists there. Without destroying the actual models shape, which we want retained, when unposed/reverted.
9: Paste in place, and Pose in place. (Moving the item to the selected items location) Ignoring the XYZ location offsets of some poses. (Where a pose is offset by XYZ, intended for a specific designed setting that may not exist, or is unwanted in the pose. Those two settings complimented with, Paste Location to item, and Paste/move item to location. So we can copy and paste items to locations and locations onto an object. Without including the SCALE, as mentioned above.
These are not demands, these are Pleas for serious consideration. If only to reduce some crowded areas and logicly adapt/reform things where they might make more sense, in a work-flow setup. (Dealing with more than one or two items at a time, and large-scale scenes.)
Comments
Oh, one more... While it is fresh in my mind...
This one may sound a little more complex, but it may actually be one of the easy ones to setup and use.
Give us a new "Object type", an "Integrated Asset". (Sorry, but there was no better name I could think-of off the top of my head.)
What is it?
It is an item/object/scene, whatever, that is integrated into another scene, or item, object, character. So any modifications to the "Integrated Asset", will load into any project that includes that asset/object type, within it.
For instance...
I create a character "Bob", and he is wearing "Work clothing", and has a "Butch haircut", and has a "Skin tan". I save him as an "Integrated Asset" object.
Now, If I have 20 scenes with that asset loaded in them... Which may includes poses, other integrated assets, etc... If I update the original "Integrated Asset", and change his hair-style, or his outfit. That will make every project, all 20 of them, load-up with the new asset, and apply any available changes to that asset in the scene. (Optionally, when we save, we should have the option to "Save core Integrated-Assets", with the project. So, if a model is updated, and it just doesn't look right in the old scene. We can simply revert to the older "saved asset". A simple "Revert to saved asset", in the scene-view would be sufficient, as well as an icon that identifies that there is a "saved asset", and that the item in the scene is actually just an "Integrated Asset".)
Bonus if there is an ability to alter the "Integrated Asset" within another scene, and optionally be asked if we want to "Update the core Integrated Asset", so it would now keep those changes in all the other projects as well.
This would not only be limited to the characters, obviously. This would come in handy for scenery and any other individual objects we create.
The current method for doing this, is to manually create a "Scene Subset", update that item and use it in a scene. When a change is made, in one scene, with that item. You save it again, replacing the older "Scene Subset". Then you have to manually MERGE that item into a scene, COPY and PASTE the old items POSE and SHAPE, unless that messes with the modified object. And repeat this for every scene that includes that one character.
How this really speeds things up, is when you constantly use various characters, and individual clothing within the same scenes. Or, when you constantly update and upgrade scenery, with better materials and "items". Going from fast-loading generic objects, to high-detail objects, as projects develop. That is a LOT of manual updating of a LOT of individual files, when doing this the current way.
Bonus if we can also setup various LODs for each of the "Integrated Assets". Thus, we can also select to use those fast-loading or low-quality versions of the same asset, without having to manually go into each setting and adjust hundreds of objects, while it still keeps loading the HD version and saving it, in each file.
Triple bonus if you set it up so we can select "similar assets", identified as "Bob", or whatever we name them... So we can save "Bob", with all his haircuts, outfits, and skin-tones, and just select which one we want to use as the "Core Integrated Asset" in the scene. (Keeping in mind that these are just pointers to a standard "Scene Subset", and it just does the laborious process of "Copy Pose", "Delete Object", "Merge Object", "Paste Pose", to actually update the "Integrated Asset".)
The reverse way of doing this, would be to create actual "Projects", and a "Project view". There, we could see each individual actual "SCENE", and "SCENE SUBSETS", etc... Then instantly load, and manage the components, in a standard tree-view. Similar to the "SCENE" window, but we see only the core files we save, for the project.
That would really be a content thing, though it's true scale does default to Posing (and I don't find that unreasonable).
Draw Settings is for the preview.
I can't speak for the developers, but given that the environment pane was added just before we got Iray (as a repalcement for a non-pane Edit command) I would think it more likely that the environment controls would go from Render Settings to environment than vice versa.
This would be a bad idea for many of us - having a view that isn't added to the Undo stack is useful while posing - but you have been told before that you can use a couple of scripts to get this effect if you want this behaviour, and aren't willinjg to use a camera
You can save a preset or scene with your desired defaults and set it to load in Edit>Preferecnes>Start up and Edit>Preferences>Scene, though I would like to be able to set defaults.
I thought flexions did tend to be set as Modifier/Pose. It's easy enough to change ther type if desired.
You can always lock the root translations, or exclude them when saving, or paste to selected nodes
What you are describing is a file referencing system
that exists in most professional 3D/CG programs that allow teams to work on projects and have the common assests
,being used by the different team members, update when the "master copy"( usually residing on a unix server) has been altered.
Example: a rigging TD makes needed some adjustments to the Donkey rig the production of a "Shrek" movie at 10:45 pm last night.
when the Day shift animators open up their Donkey scene files the next morning they are informed that Donkey asset has been updated since scene was last saved.
A powerful feature for team projects indeed, however the very nature of the Daz content management system ,including their licensing, would have to be essentially scrapped to migrate to such a system.
There is free script by Mcasual called" jump"that does this very thing.
It is critical to my animation work as sometimes motion created in other programs sends the Character way off into the distance when I need him to be near some existing scene element at the start of the animation.
it is also quite useful for moving an imported prop instantly to a Characters hand or head node ( Jewelry, knives and guns etc.)