For now, keep it to ideas. Don't keep posts to one or two words, instead if you think your idea is great, try to back it up with reasons why it's great.
A good example of explaining a reason to put time and effort into said feature:
<X Feature here> is awesome, because it would improve quality with <low or no> performance impact. You can find examples of it at <URL where said technique is used>, where they <provide some kind of pants shittingly important details about the implementation, performance characteristics, comparisons with similar techniques, or all of the above>.
A bad example of explaining a reason to put time and effort into said feature:
<X Feature here> is awesome, because <X engine here> uses it.
Just a note about any feature that is being considered: consideration does not mean it will for sure make it in. A developer's interest doesn't mean it'll make it in either. Do not take either of these things as promises.
That said, here's a couple of things that will likely make the cut:
User facing features that will more than likely make it in thus far:
Deferred Lighting (not full blown deferred shading, mostly a material system consideration)
Energy Conserving Specularity
Lower level technical features that will more than likely make it in thus far:
OpenGL 2.1 "Compatibility" contexts for older hardware
OpenGL 3.2 "Core" contexts for newer hardware
GLM to handle vector math and noise map generation functions (unless someone has a better vector math library in mind)
Things that are being worked on now:
Cross platform OpenGL Context manager. Mac version's being implemented now, Windows and Linux will follow in that order.