Ah, I see.
Yes, the old dream of compositing in messiah basically, with good buffering…
I want that since I first saw the cool nodes in messiah…
So yes it would be fantastic, but on the other hand, the things you describe are so easy to do externally, that it is almost a waste of development time in the current state.
I always use layered Tif files in Photoshop for stuff like this. They can be read by all the 3D apps I have with no problem, but in the same time, the layers keep me very flexible.
CS2 with the Live Object Layers even keeps the resolution if you scale something…
But where Fusion has a rather simple job to do, 3D is much more complicated and finding out if something changes or not can be tricky. Even XSI, which with it’s “lazy evaluation” approach optimizes everything like you describe it, sometimes has problems recognizing a change somewhere in the the scene tree…
As much as I like the idea, I see more pressing things on the list 
As far as Displacement goes: it actually uses a kind of caching already, if you think of the displacement map as a buffer. Displacement isn’t thought as much for static stuff as for deforming objects, and there your caching fails.
For static objects, you can easily freeze the mesh in Zbrush etc. - Nothing else as the cache would do in the end.
In programming, there is always the tradeof to make between speedup and slowdown. Testing if something changes first slows down processing. This must lead to a major improvement later on to be worth it.
Sometimes it is more efficient to put some trust into the users brain and let him find the best approach himself. Since after a while, an app with all those little bells and whistles turns into something called MAYA… 
Cheers 