In case it hasn’t already been suggested elsewhere, I’d like to strongly suggest actual dedicated reroute nodes be implemented in the node graph. They should be small and lightweight, just like blender’s reroute nodes.
Using an adjust / FX node as a workaround is a bit silly for a few reasons. This only marginally helps the node spaghetti, and now you have adjust node boxes piled everywhere. What’s worse is now you can’t tell if an adjust node is actually a functional part of your terrain or if it was just put there as a reroute workaround. Imagine if you had to add a bunch of inert Hue/Saturation/Lightness nodes in blender’s material editor, just to wrangle your node spaghetti. Now you have no idea which HSL nodes are actually doing something or not.
Yes, I am aware of portals and also make frequent use of them. In my opinion having both the options of a portal and a true reroute node is the way to go. Following organized node trees is intuitive to follow, seeing inputs/outputs get teleported through the ether is not.
I’m no software developer, but surely this has to be the easiest node to program, right? In any case, hopefully we can see reroute nodes be implemented in a future version of Gaea 2 or 3.