A system similar to Cry Engine 2+ for painting textures on Heightmaps whereby it would automatically paint different textures depending on the designers settings attributes for Steepness of Heightmaps, Height of the part of the heightmap you are painting, etc
This already exists;
Min Slope Specifies the minimum terrain slope angle, in degrees, which an object can appear upon. The currently selected object will not appear on slope angles below the specified number. Range: 0-90
Max Slope Specifies the maximum terrain slope angle, in degrees, which an object can appear upon. The currently selected object will not appear on slope angles above the specified number. Range: 0-90
Min Height Specifies the lower cutoff, in units, for which the currently selected item will appear along the Z or 'Up' axis in the game world. Range: -∞ to ∞
Max Height Specifies the upper cutoff, in units, for which the currently selected item will appear along the Z or 'Up' axis in the game world. Range: -∞ to ∞
This applies to both objects and textures.
http://cs.elderscrolls.com/constwiki/index.php/Regions#Objects_Tab
I thought the NV GECK was badly packed. IT lacked some key files to work correctly.It's true that we don't get the full version of the tools. I remember Beth mentioning it and it's logical. When you're working with the CS you're the only one working on said file I think. Beth's real CS is capable of handling multiple users working on the same file remotely with the file probably hosted on a server of theirs. If you look at the DAO Toolkit you'll see more or less how dev tools are set up: they use data bases and remote access to edit the files because it's better this way when you have a team working on it.
This is also in the CS. Just no-one bothers to use it. You need to edit your CS .ini, but the option is there, and all it would take is for a modding group to have their own server set up correctly.
http://cs.elderscrolls.com/constwiki/index.php/Version_Control