It has got me really wanting adaptive subdivision in Curvy. A typical body part like the torso or upper arm has about 50,000 tris but I think I could get a lot more detail out of 20,000 tris + adaptive sub-d.
It also made me realise that the depth and forms are much better expressed in 2D when rendered with soft shadows.
The third thing I realised is that it would be good to have a lighting designer in Curvy so you are not limited to the few lightmaps that ship with it.
I am very keen on subsurface scattering effects at the moment - it seems to be one big thing missing from game shaders. It takes quite a lot of processing to do accurately but getting a fake version working in realtime is possible. The effect here used a lot of post processing - effectively blurring the diffuse lighting and leaving the specular lighting sharp.