Other than improved stability, the one big thing that stops me from using RPR in production, is the limited texture node feature set. I know Rome wasn't built in a day, and I know the developers probably have bigger issues to deal with at the moment; but guys, if you have time, things like more Math functions (<, >, Exp etc.), more Noise (Voronoi etc.), and more Texture (Bands, Waves, Bricks etc.) would be super useful for those of us who like or need procedural textures. I've added a screen grab of some toon-style balloons which I've quickly made using the above-mentioned nodes in Cycles. Thanks a lot and godspeed with your development of RPR.
I totally second this. One of the strong sides of Cycles is its extensive arsenal of nodes, including procedural textures and a number of ways to combine them, but also input node types that allow for creating special effects, such as reading the ray length to influence light falloff. And using vertex colors for diffuse coloring and masks.