Just like we can tile the normal map and base colour channel within SL, it would be nice to be able to tile the roughness and metallic channels from the ORM map individually, instead of tiling the entire ORM map as all 3 channels as is currently provided.
This would allow us to utilize an AO map for an entire object while repeating surface details which may contain metallic or shiny elements for finer resolution.
A use case example would be that this would enable an entire couch to be mapped on one UV, utilizing the baked AO map (R channel) tiled 1x1 according to the UV, while allowing a fabric material to be tiled for example 8x8, by tiling the normal map, roughness channel (G) and metallic channel (B).
An additional micro-normal feature would allow us to overlay 2 normal maps; the conventional normal map for shape-defining normals as we use it now (tufting, creases for example, which needs to be tiled 1x1 according to the UV) and a micro normal to overlay a tiled detail such as a fabric, which holds up when zoomed in on.