Not annoying at all! More great stuff, and important to discuss. Many thanks! Let's parse this out again:
LFO unique random per voice - Yes, there is a way to do that, but trying it now, I think there may be a bug. Let me explain... First, to set it up, make an LFO with Shape set to Random S0-9 (doesn't matter which number), Trig Mode set to Random, and Mode set to Unipolar or Rectified. Now, the frequency of the LFO doesn't go slow enough, so you have to freeze it. The easiest way to do this is to set up a mod route with your Amp Env "latchout atk" as the source. That output is a Gate signal that goes high and stays high as soon as the voice starts. Then for the destination, choose the "freeze gate" input of the random LFO. That tells the LFO to freeze when it sees a gate high input (with gate low, it's unaffected, so hitting it with a square wave or other shape from a different LFO is interesting). With all that set up, you'll get a unique, static, random value for each voice you launch.
However, with some random generations, I'm getting intermodulation that results in audio artifacts. Sometimes it's clicking. Sometimes weird beating. I don't know what that is, so I'm logging a bug for it. Honestly, I like how it sounds, but I don't like that I can't control it. We'll take a look at it.
Additionally, it might be easy enough to create another type of modulation source that's a random number generator with a static output. That way, you don't have to freeze the LFO when all you want is one random value. This is going on the list as well.
Modulator visual indication - The issue with this is choosing which polyphonic voice to visualize, and then when you're playing multiple voices, what you're seeing may not match what you're hearing. We could give some choices about which voice gets visualized, but that adds some user interface complexity, and with everything involved, it's a bit of hit to the CPU. Doesn't mean it can't be done, though. We'll put it on the list and see if Rob has a conniption.
Copy and Paste - Yes, very much agreed. It's already on our list as the ability to copy from one module to another module of the same type. I'll add your vote.
Parallel Filter Bug? - I actually think this is not a bug. Here's why... When I went to verify this, I set up the stereo split filter routing (which you did correctly, btw), and instantiated filter 2 with the same filter as filter 1. They definitely sounded different as you said, but I realized that filter 1 was already programmed with some different filter settings and modulation routing in the patch that I called up to test (Lead-Bass Chop Saw). With filter 1 in focus, I selected MTRX on the Input column so I could view the mods going specifically to filter 1, and then I muted them all. Finally, I double clicked on the parameters in Filter 1 to set them to default. (I suppose a quicker way would be to change filter types and then recall the original filter type.) At that point, the parallel filters sounded identical to me. If you're getting different results after trying this let me know.
Organic and Acoustic - Yes! I'm glad you notice that. I'm a big fan of that vibe in my own sound design style, so I love to run a lot of random mods to different places, even if it's just for a subtle effect. It gives the sound life!
Once again, thanks so much for taking the time to speak with us. We appreciate the collaboration!
All the best,
Taiho