Well for these bad boys which would make maps look totally freakin delicious, I guess you could investigate how the detail map alpha channels seperate the detail maps in the environment_shader, then do your coding wizardry to the values of RBG(each value a seperate detail map) ?, no idea i cant code for shit but theres a suggestion.
Um also higher res images for UI, No idea again, but look at origional UI system and see if theres anyways to maybe unlock the bitmap resolution filtering ? lol im probably no help at all, but those two features would kickass.
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