Thanks a lot Andreu, really appreciate it

It could be combination of user demand and how much effort SESI needs to spend vs how much resources they have and how much they need it themselves to enable a new feature. When it's the latter, I noticed they add whatever they need very fast, for example the ol' Loop COP and OpenCL SOP that enabled many other nodes like Attribute Blur SOP, HF Erode SOP, etc.
For example C++ Wrangle SOP was discussed before and one of the SESI devs even made his own version that has more features (super smart guy, check out his github):
https://github.com/lecopivo/cpp-wrangle [
github.com]
But the difficulty of shipping compilers vs how many people need this feature, it wasn't deemed as a popular feature. Feel free to send an RFE though please

Most of the performance optimization requests I sent with faster implementations were fixed quickly. For larger features, they implemented these based on my observations:
I made OpenCL Wrangle SOP and SESI added OpenCL SOP:
I made OpenCL Smooth SOP and SESI added Attribute Blur SOP that's also OpenCL based:
I made Falloff SOP for computing geodesic distance and SESI added their own Falloff SOP, later replaced these with Distance Along/From SOPs:
Now they even added Heat Geodesic SOP in H19.5 which is one of my fav nodes:
https://www.sidefx.com/docs/houdini/nodes/sop/heatgeodesic.html [
www.sidefx.com]
I made Curve Gradient SOP and SESI added Edge Transport SOP:
I made Edge Wrangle SOP and SESI added half edges:
I made Principal Component Analysis SOP & DOP Microsolver and SESI added svddecomp VEX function:
I am not claiming they did it based on my implementation or because I did it first, could be a coincidence. I am just happy to see these additions. All credits to SESI

Still waiting for Supercharged extension style overlay network editor (as an option), and context-sensitive rule-based hotkey system, OpenCL-based volume SOPs for operations like Volume Blur, Volume Convolution, etc, OpenCL COPs with a new COP system implemented using 2d volumes, C++ Wrangle SOP, Poly Carve SOP, OpenSubdiv Subdivide SOP that properly stitches adjacent primitives when using sub-geometry, multi-threaded GUI, etc.
The more people sent RFEs for these, the higher they bump up the priority in their database. So it would help a lot if you send a few RFEs from your work email so they can see the need from a studio rather than an individual IMO.
As always SESI knows best :P