Hey, I wanted to address some of the concerns about these feature requests and dynamic GI specifically.
A while back, UE4 did have a SVOGI feature that was later removed due to its expense, bugs and resource drain from other features. Although it is not currently being actively developed by Epic’s developers, we’re always happy to look into PRs from GitHub that may offer solutions. We are hearing you here, however! As you have more feedback about what you’d like to see regarding global illumination,let us know here.
It’s important to us to gauge where to prioritize effort using the community’s voice and actions as a guide, so if there are any questions or concerns, please feel free to direct them to this forum or myself directly so they’re on our radar.
In response to the other requests:
2. Tessellation “initial cost” is too high - This is already confirmed to be out of backlog and getting fixed for 4.13. But it will stay here as a reminder
Sounds like you know the status here, so that’s all good.
3. Support for latest and greatest anti-aliasing modes
MSAA is in the pipeline for forward rendering and we will continue to improve on TAA over time.
4. Expose all of Steamworks to Blueprint
Though we aren’t exposing Steamworks directly, we’re giving access to common interfaces through implementation.
5. Forward Shading Support
This was brought up recently because of an Oculus-created forward rendering on desktop plugin. You can find the current implementation of it on this thread, but we do have plans to add forward rendering in the future. Stay tuned 
In general, having more than one request / topic of feedback in a single thread often proves to be much more difficult for us to parse due to multiple conversations going on simultaneously in the same space. These should stand up on their own and deserve their own independent conversations so we can get a better idea of the asks for each. The threads that have been linked to specific discussions have been commented on as well, as it’s helpful for us to continue conversations where they begin.