Thanks again for this feedback. Right now the primary focus is development of the tactical product (December 2025) and then the broadcast product follows in 2026. #2 and #6 in your list are however immediately relevant as it concerns the construction of the new vector line/GIS rendering engine. #5 exists in WSV3 Professional and is a basic requirement for any broadcast usage case. Back to line rendering, the new 2024 3D screenspace SDF line engine (screenshots of which I shared here in March) actually uses hard mitre bevels as you request and does not implement rounded line caps. I intend to have fully flexible line rendering pipeline where the user can select between deferred distance-field-based lines and traditional forward-rendered lines. The latter would only be for simple above-map vector objects (like SVR warnings) and not for the basic GIS line mapping, which has lots of vertices, which needs to use the new, fast, optimized mitre-bevel screenspace SDF line engine. The line rendering is my specialty as a low-level GPU graphics programmer and gets very technical. In summary, most of your post is great "food for thought" for broadcast, but not immediate to my current work and therefore beyond my immediate commentary, whereas line rendering is indeed very immediately relevant, and I can reassure that mitre-bevel lines will be present and likely default, with possible/eventual options for round caps (like you see in my 2017 GIS engine currently in WSV3 Professional), but only for simple above-map layers. That's because the 2017 line rendering algorithm is not as efficient with its overlapping round edge caps as I would like. It also uses an expensive geometry shader pass. What I developed in March (see screenshots) for the high-density GIS lines is much better for performance. More on this later when I return to vector/line rendering. Right now and for the next few months, I am developing the raster data ingest, layering, blending, and composition system.