Better cache node:
Push cache node to tops, ordered. Right-click on cache node.
Local / Global cache path - sim locally then push to NAS when accepted (not always applicable workflow, but it should be there) or localize files to workstation. all this requires is a local, lets call it volatile cache var and scene cache file, say $VCACHE which is a local machine temp folder, and $HIP/cache, not geo, folder and option to migrate between the two from within houdini. Obviously user decides what to use, as it would be impractical to migrate / localize > 1tb of data

Basic file management for cached files - eg. purge cache files for certain version eg purge v2 or all from given path.
I'd prefer if the workflow was more logical with Solaris in context of a single artist, it's always easier to follow /obj -> /stage data flow instead of garbing things from solaris. Say you are on obj level, you have clear overview of all the nodes, select them all, right click and push them to solaris, where in solaris you have all the nodes created unordered, but set up, as sop imports, instead of going sop import node, set parameters, sop import node, set parameters, sop import node, set parameters, link, debug, figure out what you missed, sop import node, ad nauseam... So similar logic to cache node and tops.
Compositing context is a bit disconnected from houdini. Clicking on file dialog button via shift click option to bring up "internal file system", or have a dedicated button, and leverage a path as an op: would better connect cops and other contexts, say dops collision volume proxy
togglable attribute addition exclusion inclusion, say you have Cd id pscale in att delete and you've decided you only need v, alt clicking on v should remove all and set v as the only attrib, so add/remove/replace...
Better selection tools, currently five sel tools, and five modes, some times you just need to select stuff efficiently and not worry about the procedural nature of the universe...
so brush and laser could be one tool - a brush tool with a global pref for three states that it would have radius 0 which would be "laser", radius 10 (definable in prefs), radius 20 (definable in prefs), hitting a hotkey for select (forgot the default one, I use v for brush, and shift-v for rectangle), would toggle between three states 0-10-20-0-10-20, each of them modifiable on the fly (radius), and considering that you can zoom in or out of geo, you really don't need more than that, brush should be always visible only, and rectangle could be all. toggling between box and lasso could be on the same hotkey, as it makes sense to sort of concatenate similar tools. selection should be always additive, with shift toggle while pressed to remove from selection, a tool to flood fill select polygons from edge boundary should really exist in houdini, unless I missed it somehow... this is a tested thing and it is soooo much faster and better to work with, albeit in a different dcc.
Nodes from tree view, context sensitive, eg grab a selection from treeview and drop it in current geo/obj context for populated mergeobject node instead of rather useless navigate to option, just one example, it could be bidirectional.
shelf, redesigned. single shelf, instead of bunch of tabs you could have icons with pop-ups for sub commands/tools? say light -> list of lights, anything that registers as a light should popup there... freely movable/reorderable and dockable
cursor hot-tracking / navigation, grab mat from /mat, hover over node to select it, hover over param view/render tab, it gets selected, drop material... just one example.
dockable/undockable windows
freely movable playbar, shelf and statusbar
attach statusbar options (sim) to main network view or all views.
status bar could be made as an overlay "attached" to certian user def. network view
houdini should be made aware of number of displays and resolution and act accordingly
ground up redesign of the viewport and transform gizmos and right click options, and associated toolbars, with options to modify/reorder them.
playblast should have an option to use offscreen rendering without going to /out/ogl etc.
better organization of anything related to presets saving/loading/editing
better gradient management
better color swatch with prefs, currently it rather annoys me that it's always going rgb-hsv-tim, when it needs to be hsv-rgb-tim
color presets/swatches
non-monolithic vex preset system, ie. source from folder, and all it's subfolders all files function.vex instead from one file as it is currently, and sort them accordingly
folder1
sub-folder-category1
vex4
vex3
vex1
vex2
vex5
vex6
etc.
(float) ramps should add a sort of shift key override when moving values - eg. use on mouse up while shift is pressed to move the "dots" and not try to keep up with the updates
working with curves/splines should be as easy as in any 2D app, and not convoluted and complicated
complete rework of animation editor, without any convoluted mmb clicks to do stuff, straight forward selections, better curves handling (at least better than the current/redesigned spline tool) it feels a bit like they are stuck in the 70's in regards to ux and early 90's for the ui. Sorry :/
when cooking is interrupted it should stop on whatever frame it was interrupted-1frame and not cook for one more frame and then stop
customizable playbar and it's buttons
better hotkey window, or just columns that work. namely location of the function for the given key
better organized hotkey pref window with clear grouping, and optional minimal set of shortcuts, currently it's overloaded for no reason, and nobody's going to remember all that, especially when spread out... anyway it's a longer discussion...
a "modern" edit parameter interface so that you can drop things where you want and how you want them, auto expansion of labels from name - my_function -> auto set as My Function in the label field
ramps that work in sub level without promotion, and have a unique/random id on creation attached to them
complete redefining of parameter attributes, a sort of visual dictionary - input field and it's options self contained sourced globally if that makes any sense

colorful but not overly skeuomorphic icons, grouped by color
reduction of nodes, say one wrangle node instead of five, with run over iconified, colorized and spread out in one line, so it is immediately obvious which mode it's in
alt click create spare parameters button should destroy and recreate the entire ui, effectively removing non-existing parms.
selecting preset from dropdown for wrangles could have shift toggle, so shift click preset to append to current code.
global color theme and font selection for wrangles
comment un-comment for selected via #, obviously it should result in // or ''' ''', selection/context sensitive
complete rework of autosave system. (I can explain upon request, I'm just too lazy to do it now

rework menu system to anything other than xml, with easier function calls that live elsewhere, to be honest, I just glanced over it, seemed annoyingly convoluted and left it.
obliterate houdini.env and source everything from packages.json first.
network box text options, size and placement inside or in titlebar + size.
color palette for nodes + hsv selector.
alt drag input field to another to ref. it
rmb menu entry convert fields to single float, like you have in attrib noise - amplitude.
most of this, if not all, I already submitted as an RFE in one form or another...
show display operator instead of current as default, where most actions are aware of this and don't break, seems inefficient to double the displayed geo, there's got to be a better way.
dedicated icon or dropdown for preset selection in parm menu
transform box if dragged on one side and you introduce shift as a modifier should recalculate and display constrained resize for both sides on that axis, hopefully that made sense
removal of all auto calculate options from view, eg lights intensities, near/far clipping planes, that is always producing issues and artifacts and is kinda unacceptable.
and now the biggest annoyance - moving around in the viewport is not a tool, it's a baked in option, alt+whatever should instantly work and not think about - wait, I'm a tool, ok, hold on here we go, we are moving... move rotate zoom is first order of operation, any other option that conflicts with that should be removed, obliterated, gone, since alt mouse navigation is an after thought in Houdini...
the new dashboard is so noisy, and lacks any sort of customization that I find it rather useless, and the tab menu should really have history section above the input field...
anyway it's starting to turn into a rant so I'll stop here

So there, quality of life IMPROVED .

EDIT:
Forgot to mention that the ladder system is rather unreliable and could get you into trouble, and instead there should be a context sensitive, based on cursor position in the input field how much to increment values, alternatively scale mouse drag via ctrl,alt and shift instead of ladder… a cross between nuke style value editing and adobe...