Hiya,
Feature 1As a minor feature request I think it would be pretty neat if you could specify at runtime if some sprites or tilemaps should be subdivided a little for the purposes of better vertex lighting as opposed to switching to per pixel lighting (since per pixel adds up fast with lots of lights and transparency). It would probably allow for some neat deformations in the shader as well for those wanting to do that.
Just a thought - I know we spoke about it before but I felt it might be one of those little features unavailable to Unity 2D users and enhance the value this end. It would need to be set at runtime on things though to target different platform quality I guess.
If not considered, it won't change anything, just means my game won't look quite as nice - as I said purely a minor aesthetic improvement
Feature 2Another nice thing you could add would be the inclusion of generating another heightmap atlas, which unity would convert to a normal map, which matches the existing atlas. This would add rim lighting to sprites as you can do a classic photoshop emboss from within 2D Toolkit, or bevel on the heightmap from out to in, in a variety of styles. For the most part it would give excellent depth or rim lighting without any work on the user's part if tweakable. The only reason this feature is a request is for the higher-end systems such as desktop, and the fact it might be bloody tricky matching the atlas order, not to mention workflows. So that's a nice-to-have feature that could set it apart from Unity's 2D system as well, and again just switchable at runtime.
So the console/desktop could have rim lighting (with a basic clever tweakable heightmap generated from some tweakable parameters - say this colour+fudge should have more depth on the heightmap and that colour shouldn't - you could do this with a lookup ramp supplied for the purposes of making a decision what pixels need to be higher or lower) - or just a variety of classic embosses with sliders. You would not want to add pixels to anything, merely modify them for the heightmap which unity would convert to normal.
Again, both features aren't essential but merely icing.