Hi Michael!
First of all, this is a very good thing you want to have clear picture of what customers and users would like to have in Phoenix and how they feel to use the product. This is why I love to use Chaos groups products, a very good support!
Many “little” things are already cover up in the nightlies or in this forum, but heres what im looking for. I know these are big things and I dont expect them to be right away in next release. Ivo and colleagues are having tons of work to do already:)
Top 5 things that would speed up your daily work with Phoenix:
1.Full list of main render passes (elements)
2.For me, node based user interface would be a good choice (still the present one is very OK to use)
Top 5 features that you would like to be included in Phoenix in the future:
1. Multithreading for all conservation modes!!
We are now lacking so much power with our simulation machine cause PHX does not support all of the 32 cores at the same time. Its desperate to see only 4 or so cores to do something when big simulation is on away.
2. Soft body support:
Some kind of mechanism to support collision objects to have a mass and different stiffness etc. Its very imperative to have an objects for example to float over the surface or
travel with the flow with its own parameters so we dont have to fake them with keyframes. Then the water could also behave naturally with collision objects and we wouldnt have to tweek and tweek to get simulation to meet the keyframe animations requirements, but have it go in the other way.
3. Full adaptiveness.:
The present one is good for smokes etc. but particularly with big water scenes it over kills the action. It would be so cool to have a real adaptiveness where only needed space is cover up with new cells. I know this HAS to bee very hard to accomplish, but for future I think it could be one of the key things why to choose PHX.
4. Maybe some more artistic friendly tweek parameters like dissipation.
5. Support to simulate in farm: No need to explain 
(Sorry, have to go above five)
6. Some kind of mechanism to create a small water drops, like shower or bursting water, and then when collected to the ground creating a mass of water. Hard to explain but something else than a visible column of water, if it is needed.
Top 5 issues, bugs, or things that just don’t work the way you want them to:
1. With water, the steps generated over the diagonal surfaces. I know we have to use gizmos then, but some other “automatic” solution would be nice.
Maybe I update my list if I remember other things (which are not covered yet).