16. Lighting model / rendering / world
Asobo's advanced graphics engine is multithreaded, instanced, and deferred, so this will be a structural change for most people who are coming over from FSX/P3D. The results are obviously very visually stunning. It efficiently works with the GPU (on a modern mid-high end system I am almost always GPU bound) so the performance profile will be different from what you are used to with less emphasis on the main thread. Of course, addon developers will, as always, have to be careful not to starve main thread resources, as remember that is where many of the functions you are used to using will be dispatched.
How you build meshes will most likely evolve. There is no (strong need for) drawcall batching, so you will see moves towards larger texture sheets and less materials where it makes sense. With today's GPU architectures, triangles are fairly cheap and VRAM is at more of a premium. Be efficient in how you lay out your maps and consider adding details to meshes directly.
There are numerous areas on the rendering side that saw 3rd-party modification in P3D/FSX, including base textures, weather and sky visuals, and even shader modifications. All of these will be very difficult to mod in MSFS, for many reasons. For one, other than render to texture techniques in P3D none of this was ever officially supported. Asobo has made it clear that the core of the game is to remain consistent and not be messed with, with security being a concern. The shaders, for example, ship compiled as uber-shaders already in a packaged / archived format. Textures ship in several packages including the compressed .dpc compressed containers as well as various other MSFS core-managed packages such as the bongfish texturesynth and fs base material libs.
With a deferred lighting model things such as dynamic lighting and lighting shadows can be computed much more cheaply than in forward. You see this reflected in the cockpits which come out of the box with dynamic night lighting and shadows and full PBR, which look fantastic, which are areas that have seen a lot of techniques and workarounds from 3rd-party devs in clever but hard to maintain ways. Areas such as the sky, for example, are mostly procedurally generated using precomputed atmospheric scattering and volumetric clouds for truly global illumination (see the paper from Eric Bruneton and Fabrice Neyret from INRIA for the basics), so there is little you would be able to modify there.
In terms of textures, perhaps long-term a technique for overriding these for the curious without destroying the base sim install will be devised.