I know some of this has been mentioned already, but I wanted to write down all inconveniences I personally came across for completeness’ sake.
- setting transforms numerically
- grouping so I can easily transform objects together
- better project management (the current UI doesn’t really scale)
- filling holes
- moving pivot point
- split by connected (for splitting separate meshes into separate objects)
- a merge/Boolean operation that respects topology (as opposed to voxel merge)
setting transforms numerically
A bit of a pain because I don’t have any widgets for that for the moment (iOS/Android, etc).
Probably in the future.
grouping so I can easily transform objects together
Grouping is done through the “Multi-Selection” checkbox in scene.
All tools are disabled for now but later I’ll allow the gizmo.
better project management (the current UI doesn’t really scale)
I don’t plan any changes in that regard.
Maybe you can simply use the “export glb” feature and handle yourself folder hierarchy on iOS?
Internal projects are simply zipped glb with previews.
filling holes
I don’t know where to put it at the moment.
The easiest way for now is to use the Trim tool, all the holes will be filled.
moving pivot point
Planned.
The gizmo and some of the settings (e.g: Vertex → UseMask) will change as well.
split by connected (for splitting separate meshes into separate objects)
A bit specific but why not. It’s just a small convenience to avoid masking all the separate part and using the mask split feature.
Low priority though.
a merge/Boolean operation that respects topology (as opposed to voxel merge)
Not trival so not for now 
Trim for filling holes; how ?
I tried including some of it’s options, all that occurred was my mesh was cut ?
Make sure you have the Fill Holes option checked when trimming. It will then fill the holes.
Filling out holes in the mesh. A solution using the smooth tool.
There is another way to fill holes. Not using the Trim tool (Fill Holes). But with the smooth tool. Please see attachments. I do wish that the smooth tool could be adjusted to work at a much higher intensity. When the polygon count is high.
Forgot to mention and show. The object must also have a fair amount of topology. I think otherwise it will not work.
Hope this tip helps some people. 
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