Artist Feedback Requested

Hi all,
We (Deledrius, Luna, and I) have been spending some time working on Korman this past week. For those of you who missed out, Korman is the "next-gen" age creation plugin for Blender 2.6x that will export to ABM/Untìl URU, Path of the Shell, and MOUL. We've worked out some workflows that feel fairly natural in Blender, but we're still puzzling over one of the core components of the exporter. Namely, materials. One of the problems in PyPRP1 and Blender 2.4 (aside from AlcScript) is that what you see in the blender render might be totally different from what you see in Uru. We would like to fix that by using the Blender 2.6 nodes system to export materials. Many art and modelling packages (such as 3ds Max) are standardizing on the node paradigm, and we'd like to take advantage of that. Unfortunately, I myself am not an artist (nor a very visual person) so I am at a loss as to how such a system would work. We would appreciate your feedback on the Blender 2.67 nodes system and how you would want to create your materials in it.
There are a handful of benefits to using the node system--namely that we can tailor the nodes such that blender renders can very closely match what you will see in Uru. I'm sure I don't have to explain the immediate benefit: you don't have to reexport to see the age. Nodes are also a good way to visualize some of the more technical aspects of building complicated materials. I personally like some of the other possibilities, such as baking lighting and baking environment maps on export. . We'd really like for Korman to be a nice to use plugin. The best way to do that is to hear directly from the users, of course
I can also reveal that there will be no AlcScript in Korman. All features that required AlcScript in PyPRP1 will be exposed as graphical options in Blender.
Feel free to offer opinions other than those related to material nodes as well. We've got some general designs done and won't mind discussing them or answering questions.
We (Deledrius, Luna, and I) have been spending some time working on Korman this past week. For those of you who missed out, Korman is the "next-gen" age creation plugin for Blender 2.6x that will export to ABM/Untìl URU, Path of the Shell, and MOUL. We've worked out some workflows that feel fairly natural in Blender, but we're still puzzling over one of the core components of the exporter. Namely, materials. One of the problems in PyPRP1 and Blender 2.4 (aside from AlcScript) is that what you see in the blender render might be totally different from what you see in Uru. We would like to fix that by using the Blender 2.6 nodes system to export materials. Many art and modelling packages (such as 3ds Max) are standardizing on the node paradigm, and we'd like to take advantage of that. Unfortunately, I myself am not an artist (nor a very visual person) so I am at a loss as to how such a system would work. We would appreciate your feedback on the Blender 2.67 nodes system and how you would want to create your materials in it.
There are a handful of benefits to using the node system--namely that we can tailor the nodes such that blender renders can very closely match what you will see in Uru. I'm sure I don't have to explain the immediate benefit: you don't have to reexport to see the age. Nodes are also a good way to visualize some of the more technical aspects of building complicated materials. I personally like some of the other possibilities, such as baking lighting and baking environment maps on export. . We'd really like for Korman to be a nice to use plugin. The best way to do that is to hear directly from the users, of course

I can also reveal that there will be no AlcScript in Korman. All features that required AlcScript in PyPRP1 will be exposed as graphical options in Blender.
Feel free to offer opinions other than those related to material nodes as well. We've got some general designs done and won't mind discussing them or answering questions.