EDIT: I'll preface it with the possibility that I'm expecting some features to work a certain way and the devs found a different way for those features to work.
- Cut command. I don't want it to always "unwrap" for me. Also, sometimes the unwrap can get unruly. If I select edges and hit unwrap, it arbitrarily cuts other edges and the edges I selected were never unwrapped.
- Selecting a poly in UV Edit mode and wanting to move it. I don't always want it to separate from the island. I'm forced to go into edge mode to move the edges (or points).
- Weld options. With an edge selected show the associated shared edge of the other UV island it will weld to. Also, have the UV island MOVE and fit to match the UV island it was just welded to. Currently if you select an edge, you don't really know what it will weld to and the welded edges of the two UV islands are stretched to meet each other in the middle.
- Relax and Optimize brushes (and separate commands too for all around adjustments of the whole UV set). On your golf club example I notice some tight grouping of some UVs (displayed in tinted red). Having brushes that allow to relax those would be helpful. Or in cases where UVs are completely screwy or flipped, having an Optimize brush can help to sort those out.
- Texel Density. While there is an older free script out there to check and adjust texel density between 2 models, it's not part of C4D proper. Also, there's no ability even in that free script to adjust the texel density within the UV map currently open. For instance, you have hard surface model and you're unwrapping it. Ultimately after unwrapping certain parts you have UV islands that are way too big or too small. They need to be the same size for texturing purposes. Selecting one UV island as reference to get its texel density, then selecting the over/undersized ones and applying that density would be useful.
- UDIMs. I'm not the first or the last person. 😉
weld who?
oh welded that.