Oh, ok then i misunderstood what you want from us. Being more an artist than a dev, i thought you want us to tell you, how we wish the node system in lux to be, to make our workflow as good and easy as possible.
With all respect, not that much people did answer, maybe i'm not the only one not understanding what you exactly want. Could you then explain ?
I've red the first posts in this thread, i thought i was answering good.
In the case my english was bad again :
I would like as input : color, gradiant with 3/4 colors, noises (perlin...)
as trasnform nodes : treshold, blend (takes 2 textures, opacity value and a blend method like normal, multiply, add...), hue/saturation/lightness, an elevetion gradient, and a distortion node.

- elevation gradient

- noise distortion
As ouput, I agree with what was said, take color map, volume map, material map (reflexion map, diffuse map, alpha map)and IOR value.
It would allow to make things like meshes with mixed materials, like a partly frozen lake or a church window or an old metal that doesn't reflect evenly, we could have all this in one NGON without modeling it for real (the hole in ice, or the wire between the glass pieces...).
Here an example of a simple node in FF

- wood node
edit : I forgot the emit map for the material, to allow one mesh to emit just from some point/area.
But please make clear what is on your side and what is to be decided on blender's side. Even then, you know how hard it is to be heard from them, so i have not that much hope if you don't bring those ideas at the same time you give your requierments to the BF.
Thanks again for your great renderer