Object Names -
This will be incredibly useful for Procedurally generated content as the names of assets can be changed, so far the only work around is rewriting asset names in code & storing it as a instance variable to save a stuff for a prefabs.
this is would tremendously help get past incredible frustrations when it comes to building custom editors suited to our games that make use of multiple object types.
would work great alongside "Create by Name" which is a recent lifesaver
This is now supported in r138.