I have some requests as far as how the mods functionality could be improved, well, substantially. Now I will say I have very little coding knowledge so as far as how difficult any of this would be to implement I would be completely ignorant to. But that being said, not being able to do these things has frustrated the things I've wanted to do with EVE.
_DetailTex Changes: Currently, the detail texture is not implemented too well unless you just want a static, opaque texture to take its place. Which is fine for when you need that, but if you want to do a rotating detail texture and/or a texture with a non-uniform opacity (IE, slowly fades from 100% to 0% opacity or just cuts straight to 0%) it is near impossible to get the texture to move in a way that looks good, and thats presuming you can get the texture to stop tiling in strange ways. So what would be nice to see here is some settings on how often the texture tiles as well as a better integration of the detail textures opacity with the host texture. If the detail texture has gone 0% transparent, then the host texture should go transparent as well. As far as what you could do with these, this would be most obviously suited to something like a hurricane, where you can have the detail texture controlling the general spin of the eye and the inner storm structure independently from the overall rotation of the storm texture.
Cloud Variation Control: What would be even more amazing than above would be the ability to set up each cloud layer to have certain settings within it fluctuate over time. Settings like opacity, speeds, and even altitude or color could be set up to fluctuate to provide different looks to the clouds themselves as game time progresses. And beyond the current settings available, having the ability to control the size of the cloud layer relative to the host body would be a good addition here. Ideally, you'd be able to set up a maximum point and a minimum point for each setting and as time progresses it would fade back and forth between these points, and I think having a delay setting controlling when the setting "loop" starts again would be ideal. And what this would all do would provide the ability to do dynamic cloud systems. Rather than having one giant, static cloud map you could instead control each individual cloud structure and have them dynamically change over time. Coupled with already present speed and uv noise settings and you could have a body that only rarely has the same "cloud map" twice. And even if a user opts to skip going for the full dynamic clouds bit, having these settings available would go a long way to making the monolithic cloud maps a lot more lively.
Volumetric Render Range: I do know that this has been requested before and I also understand how hard hitting volumetrics are to performance just as they are now. However, I think for those that wish to utilize them (IE me and anyone else who just wants to be a graphics um, "w" word) it would be nice to be able to tweak how far out the volumetrics render. Though now I think on it more I do realize that the current render range may actually be a limitation of KSP. If so then ignore this one, but if not, even just a 25% increase in that range would be awesome to help blend volumetrics into the 2D layers.
And thats it.