My two cents on dev direction for that stuff, from a development project POV:
While the dev path of, push more prettier pixels and sparkly effects, is what the last decade+ of video games is what it has been.
I hope the VTT dev path takes greater aim at being functionally useful heavy mechanics automation and GM organization / creation aid tool. More than focusing on features to supplement the power of imagination.
Visual aids are nice and all, but the automation and organization of dense complex mechanics, are the one and ONLY thing a VTT can offer, that nothing else can.
There are tons and tons of FREE options to just be perosnally interactive and provide visual aids to players. A VTT is superfluous in the market, relative to that job. Yeah the VTT is on the hook for this visual aids too, but if visual aids is the bulk of the VTT's dev efforts, then the VTT and google free meet, and all other video chats, are right next to each on the shelf to pick between for what they all do.
What the VTT can offer that no other way of sharing visual aids can, is to automate dense cumbersome mechanics for the GM and players. That's it, nothing a VTT does in visual can't be done with other tools just as readily, just as easily, and often for free.
What a VTT can uniquely offer is the mechanics automation. That is all a VTT has that nothig else could also do. I think the VTTs get way stronger to focus on what only they can do, more than try to have all the sparkly razzmatazz first.
As an example:
The dynamic line of sight feature for FGU.
If that was only ever going to be, simplistic no game rules control, infinite line of sight to the next solid wall or edge of the map.
Then anyone that wanted to play the actual rules of their RP system that had vision distance limitations, will just always have to be sure that bit of fluff is turned off. Because it would mechanically break the rules of the game otherwise, if it reveals to the PCs anything that, in rule they do not have the ability to see yet.
I assume that the dLoS feature, is just in stage one, I know dev is in small steps, everything in bite sized chunks as best as can be managed.
But then the actual roadmap plan would be, to have it tie into the character sheets in the party to actually dynamical determine the mechanical line of sight of the characters based on the in use rule set.
And if you got real detailed about it all, GM options for: ignore LoS limits, individual party LoS draw, shared party LoS draw.
So just say'n here, some of us will have little to no praise for what functionally, is just fluff razzmatazz, rather than real mechanically useful creation, organization , and automation tools to run a game.