However, I really would like to see Tattoo to offer some specialized Character UV Wrapping Capabilities. I think a lot of people have more problems with good UV (Un-)Wrapping than with painting the Texture.
As you say, the two are very much linked. Naff UVs will make it nigh impossible to paint in Tattoo (or anything else for that matter)!
Many people would like to see UV unwrapping. It's not too hard to do for basic stuff.
Problem comes when you need to save the UVs! Then you need to be able to save perfect versions of .B3D (not so much of a problem), .3DS, .X, .LWO, .OBJ files including their animation and hierarchy and support the various revisions. This causes MAJOR headaches and compatibility problems which is why I have kept out of it.
Only about 20% of Tattoo sales have come from Blitzers, so just doing the .B3D stuff is would mean excluding 80% of the users from a major function.
If there was an external UV only file format that all packages could read, then that would much easier.