So this is sort of the holy grail for 3d animation as far as I'm concerned. At it's most complex I'm sure it would be extremely hard to implement and grind workstations to a halt. However a simpler incarnation seems practical given today's hardware.
The idea is this: right now when we work in the viewports, we are basically manipulating a bunch of objects that have no mass or physical structure. It's like pushing air around. Any one object can intersect any other object freely. Sometimes that's good. But often it's not.
I'd like to see some live collision detection (as a toggle) where an object will no longer be able to pass through every other object. I realize this would be extremely taxing if there was loads of complex geometry in the scene. But what if you could just select a few "live" objects? One might be a point helper and the other a ground plane. The live collision toggle would make it impossible to push the point helper (pivot) "through" the ground plane. If you made a sphere or box primitive live along with the ground, then their mesh vertices would not be able to push past the ground layer. If the meshes were very detailed then max could make simpler proxy objects on the fly (similar to massfx).
Instead of making objects live piece by piece -- you could instead implement a "Limit box" (like the point cloud) or a "sphere of influence" that allows users to adjust the area where collision detection is active. Object properties could be set to keep some objects always excluded from collision calculations.
So at its most basic, this form of collision detection is the ability to make a few objects "active" or "live" and have Max prevent intersections actively. If not prevent them, then at least Max could detect intersections -- a red glow (or colored vertices) would appear near the intersection or whatever.
A step up in complexity would look at interconnectivity between objects (as in hierarchies or rigged systems) and take that into account.... such as when rotating a shoulder bone and the hand bones strike a wall.
The ultimate step up would detect skinned mesh collisions. Think about animating a character's fingers wrapping around a railing. Right now that takes a lot of careful adjustments and examining the hand from all angles. BUT if the skinned mesh's intersection with handrail could be detected/prevented when adjusting finger bones, that would be incredible (but I imagine it would still be slow). Then add adjustable deformation (based on a softness parameter) as the fingers squash against the solid surface.... but baby steps...
Initially if just basic objects could be used, including bones of a skinned mesh, it would mean real progress and we'll start to have some solidity in the viewports. No more pushing air.