Update all the modeling tools, they are terribly outdated (if you don't know how, just install Blender, it's free).
For example:
the "CUT" tool is the worst among all 3D programs.
1-"CUT" must have the option to cut through the entire object.
2-"CUT" must be able to cut strictly vertically and horizontally and exactly at any angles.
3-"CUT" should cut if the cut line started and ended outside the object area.
"EXTRUDE" Tool differs from "BEVEL" Tool only in one "Outline" option. Just add this option to the "EXTRUDE" Tool thus combining these two tools into one.
"CONNECT" tool should connect vertexes through edges automatically creating new vertexes at the intersection.
"INSERT" Tool should have a useful reverse option "outsert" (like in Blender)
"Edge Depth" in "Chamfer" tool must reach value "-1" creating a right internal angle. You spent a whole year updating the "Chamfer" tool, which is still inferior to the similar tool in the Blender.
Why "Snaps" doesn't work with the "Slice Plane" tool?
Add the "Auto Welding" checkbox with the distance selection in Edit Mode.
"Sircle" Tool in "Loop Tools" is useless. See how it should work in Blender.
"Disc" primitive
In "Standard Primitives", finally add the "Disc" primitive (like in Cinema 4D) so that each time you don't create a "Cylinder" and remove the upper cap with side walls and invert the lower cap.
"Hexahedron" Sphere
Combine the "Sphere" primitive with the "Geosphere" primitive by adding the "Tetra","Octa","Icosa" checkmarks to the normal "Sphere". Also add a new "Hexahedron" checkmark (as in Cinema 4d) so that you don't create it by yourself by throwing a bunch of modifiers on the "Box" primitive.
Why do extended primitives need "ChamferBox" and "ChamferCyl" if they differ only in the added option "Fillet" which type is also outdated. (in Cinema 4d, this option immediately goes with standard primitives without creating unnecessary garbage tools, thus cluttering the program).
Why 3ds max needs "Windows", "Doors" and "Stairs" in the "Create" tab, is someone using them? I think it's just extra garbage.
The "Dot Ring" and "Dot Loop" tool is very poor. For example, I can't even use it to select 2 or more polygons, edges, or vertexes after a certain number of them. (see how well and conveniently this is implemented in MODO).
The "Soft selection" tool also looks outdated. Using its "Pinch" and "Bubble" you can't even make a true linear type (which is in Blender's Proportional Editing) I would also like to have a function that "Soft selection" works only with the selected area (polygons, edges, vertexes) how the "Falloff" tool works in MODO - a very powerful tool which I would like to see in MAX.
Finally fix the "Quadrify" tool that can't even handle with tris on Cap of a simple cylinder (see how well this is implemented in the Blender, with a bunch of options).
You were asked 3 years ago about "Quadrify Cap" and "Intersection Snap".
Why do we have 2 "Boolean" tools in MAX, when all the other programs somehow manage to exist with one? But for me, the "Boolean" modifier in Blender is much more useful and functional, which can work by allowing me to edit the geometry of Boolean objects.
Also out of date most of the modifiers, for example "Bend" modifier is very primitive, see how it should be on the example of a similar modifier in Cinema 4D.
If you add an updated and improved tool, stop leaving the old one, you are cluttering up the program, there is no such thing anywhere. Do you want to keep up with the times or stay in the past?
In short, this list of things that need updating and fixing can go on forever. The most interesting thing is that other programs can do all this. 3D Max needs not only to catch up with other programs, but also create revolutionary new tools and options by themselves. Like a new awesome "Extrude Dissolve and Intersect" option in "Extrude" tool in Blender. Otherwise 3D MAX will always catch up with other 3D programs.
Like 3D MAX was famous for its modifiers, but I was surprised when I found more useful and powerful modifiers in Blender. It took me 2 days to decide to switch to Blender, after 10 years of using 3D Max. Think about it!
P.S. - Today a 3D program without sculpting is not a 3D program.
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