Some of this could be done, like number of vertices and average position, but in general there is no easy mapping from a geometric vertex to a map channel value like color.
Since there are potentially many texture verts that correspond to a single geometry vert, it is not clear to me how to you reduce that to a single value. For example, if collecting the sum of vertices within 5 units. What is the result if some vertices have multiple color values?
This is, of course, a non-issue when reducing via a min or max operation.
I’m reluctant to expose connectivity information because I would prefer to have Genome expose these sort of operations as reductions over a vertex 1-ring or over incident faces, etc. Like a sum of values of neighboring vertices that are weighted by inverse edge length. I’d love to have suggestions for what sort of things you want to accomplish and see how we could turn those into specific algorithms.
Excepting things that have already been done (like the fact that barycentric coordinates are used in places) I’m trying to avoid making Genome assume that we are working on triangles at all. We would prefer to have a Genome modifier work just as effectively on polygons as on faces.