My 2 cents:
1-Ability to choose which ShadowCasters are affected by which lights ( https://forum.unity.com/threads/ability-to-choose-which-shadowcasters-are-affected-by-which-lights-by-layer.1029523/ )
2-Blend mode in Sprite-Lit shaders in ShaderGraph ( Blend mode in Sprite-Lit shaders in ShaderGraph )
3-Read lights texture in ShaderGraph ( Read lights texture in ShaderGraph )
4-Target Sorting Layers as an asset ( [2D Lights proposal]: Target Sorting Layers as an asset )
5-Custom postprocesing
6-Sprite masks that use alpha gradients instead of just cut-off
My total support for the Emissive colors, I would put that as the first and main priority.
Regarding tilemap shadow casters, I shared my solution for now: Script for generating ShadowCaster2Ds for Tilemaps