Ok, here is my more comprehensive post.
First of all, I think that Blender 3.0 should actually be a suite of programs, not just one program. Of course, we would want to make sure that the way we split it really does make sense (we don't want to end up with a lightwave-style system, where modeling and animation are done in separate programs).
I also think it would be neat to add other programs to the Blender suite that are not represented in the current Blender's feature set. For instance, a full-featured paint program would be neat; although, granted, that would be rather redundant since there is already The GIMP.
So, my idea for the Blender suite would potentially have the following programs:
Blender: Modeler/Animator
Blender: Renderer
Blender: RenderMan
Blender: Video-Editor/Post-Processor
(?)Blender: Painter
(?)Blender: Game-Maker
For the renderer, I think it should be Reyes-based (perhaps with support for raytracing) and would be designed and written specifically to integrate well with the rest of the suite. (I am thinking that Blender:Renderer would not use the RenderMan interface, but a Blender-specific interface that would be developed for the sake of tighter, more intuitive, more efficient integration.)
Blender:RenderMan would basically be an API to allow Blender to communicate with alternate renderers that conform to the RenderMan spec', and to allow other programs to communicate with Blender:Renderer using the RenderMan spec'.
Blender:Modeler/Animator would serve the same purpose as the current Blender does, minus the sequence-editor and the game-engine.
I have a few specific ideas for this program, but by no means a comprehensive vision for the program as a whole.
The first idea is that I want non-linear animation to be the basis of the entire animation system, not just character animation. Linear animation would then be a sub-set of the entire system.
The second idea is that I want everything to be able to be done procedurally (as in procedural textures). For instance, there would be procedural geometry, and procedural animation. Procedural geometry would allow for things such as tree generation, and terrain generation. And procedural animation would allow for things such as planet orbits, or bouncing balls, without having to key-frame things specifically (and in combination with a fully non-linear animation system, this would be extremely powerful). Procedural "stuff" could be supported either via a plugin system, a scripting system (both have their advantages and disadvantages--perhaps both could be supported).
The main advantages of allowing for procedural "stuff" is that it keeps the file-size down (the settings for the procedural generation would be stored, rather than the generated stuff itself--unless, of course, the user specifically tells it otherwise, perhaps for the sake of hand-editing it), and it is very useful for things where the modelers/animators don't need complete control over a large group of complex things.
The third idea has to do with curved-surface based modeling. I won't explain the whole things here, but the basic idea is that the system would stick to an analogy of sewing (where you stitch patches together with various "types" of stitches, and cut patches, etc.).
The fourth idea (which is actually both for the modeler/animator and the renderer) is that there should be four general types of geometry supported:
(0D) Points (particles and such)
(1D) Strands (lines and curves)
(2D) Surfaces (polygons and curved surfaces)
(3D) Volumes (err... um... volumes).
Each of those types are useful for various different things (for instance, strands are useful for hair, volumes are useful for smoke/clouds, etc.).
Anyway, I have other ideas for the modeler/animator as well, but they're less "over-all" types of things, and listing them would be pointless.
I don't really have much of any ideas for the video-editor/post-processor, other than it should be heavily plugin-based.
Well, those are the basic thoughts that I have. Comments and insults are welcome.
