The basic input maps of shaders (Diffuse, Normal Reflection etc.) should get an quick access.
They are something we need often for
- to exchange them, to modify them, to see or change the directory, to modify their settings.
The process with scrolling through the Attribute Editor or clicking thorugh the node tree is always time-comsuming.
A small panel section with buttons similar to shelf buttons (maybe named DIF, NM, REFL, REFR, DISP, BUMP, IOR etc) could be implemented at the top of the Attribute Editor.
They could immediately open a) the filenode in Hypershade b) ) the file path and c) goes immediately to the section of the shader.
The different usages could be solved with Left-click, Middelmous-click and rightclick on such icons
Why:
The maps were often generated outside (Substance, zBrush, Mari for example) and are important for look developement, but a good structure to access them is missing in Maya.
Furthermore you could define default rules for color space inputs of specific connected maps, which automatically define sRGB for diffuse map and RAW for Displacement as an example. (It has nothing to do with file format or naming, because this can change a lot)
Also this would speed up some workflows.
And even better would be, if the last used setting for each kind of map (for example for Displacement the used Vector space) is used for next map of the same kind of input. I have always the same workflows, but I feel this software wants me to do everything every day from scratch.
It's generally incomprehensible, why so many standard workflows, that easy could taken by automatization, still demand the user to go through everything manually.
Please rethink all workflows, reduce it to the max.
All these things do not need many advanced developers, they are just simple enhancements for the UI and usability.