Parsec3D:
Yes, I am also very excited with the possibilities that UVmapping for procedurals brings to the user.
And not only that, you can as well use spherical, cubic and any other mapping messiah offers in the “Texture Map” node!
… Now you have given me an idea - feathers… hm - I have to investigate that 
Another thing I would love to have for stuff like dragon scales would be “directional displacement”. It isn’t possible currently but I have high hopes for pmG including that soon.
Sbowling:
Thank you very much, your feedback is very encouraging! :bounce:
You are right, “easy” is as always relative in this area. I am currently in a flow where every tool inspires another and I start to understand the SDK and vectors and matrices deeper and deeper every day.
(and my 15 years of CG work also help in knowing what’s possible and how things (should) work
)
The messiah SDK is very good in all areas that are available and explained while other stuff is simply impossible or you don’t know that an option is there because there is no documentation on that particular thing and you only have some function declarations in the headers.
But I’m crunching through it… 
Labuzz:
With my TLHPro:Distance shader you can make any object into a “local ambient light” with lots of control. That should do almost everything those max tools do if I understand them correctly. The following image is an example room without any light or GI and just a Null object under the ceiling that is the center of my TLH:Distance shader. Rendertime = 8 seconds:

Now combine that with your normal shading for shadows etc…
Since messiah materials don’t have explicit ambient settings and I can’t create light sources with the SDK anyway, the above is the way to do it for the moment as far as I can see.
Suricate:
Yes, I think non-organics and patterns will be definitely the area to add to AoN. I already have some interesting ideas for that, like fractalization and randomization for such patterns, so you can layer several sizes/colors etc. of such stuff on top of each other to get more complex looking structures.
Anisotropics? Hmmm… maybe just hold on for a little more time (I have said nothing, haven’t I
)
Thank you all for your feedback!