Well, if you are looking beyond the normal, one thing I'd like to see is full deformable terrain/polygons. Also, vertex-based collision detection and force projection in-engine. That way when the collision occurs, the terrain (or even other polygon models) can be simply deformed from the engine (I'm thinking of the explosion that dents/craters the ground next to the player, or even dents the wall behind him). Been working on a simple physics engine to simulate it on terrain (using a height map for the ground and alpha mapping to modify), but a by-vertex process would look terrific (and be pretty unique)...
Featires of your dream 3d engine?
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