My mind has been going on and on with ideas about UVs, and how I commonly manipulate them on meshes:
Snapping to a 90 degree rotation of the UVs is hugely valuable. Different projects orient their beam/trail type textures differently (and sometimes differently within the same project). Being able to accommodate top-to-bottom, or left-to-right on the fly is a must have.
For more fine-tuned controls, how difficult would it be to “squash” the UVs along all 4 extremes toward the edges of the map? So, if I wanted to have points gathered along the U axis toward the right, left, or both. Same with V. This varies the timing of the motion when scrolling the UVs. I find myself using it fairly regularly.
Also, randomly distorting/offsetting the UVs with a noise pattern is very useful, especially when combined with the noise offset you’ve got going on the vertices. In the big scheme of features, though, this is more of a luxury item. Not super frequently used, just nice to have.
Can’t say enough how cool it is you’re iterating on this. I’m excited to see where it lands, so I can tinker around with it!