Going to be fairly candid. 
Yes! For example: Surface Type Detection, Cross Scene Referencing, SFX Tools, Own Object Pooling, Generic Platformer Systems (Like moving platforms, elevators, etc), Collectable System, Quest System, Save System, Scene Collection Loader and more! We mostly built these things for Gigaya but hoped we would expand them for other productions too and improve them each time. Like a real studio!
We had hundreds and hundreds of hours of meetings with various R&D teams highlighting issues, feedback, experiences and also getting advice and best practices from them back into the project.
Some main issues we ran into that were recurring topics:
Lack of HLOD/Decent LOD System, Lack of usable Occlusion Culling, VFX Graph Performance, Visual Scripting Performance, Build Time length, Shader Variant build length, Physics Optimisations, Plastic with Cloud Build, pain making a Quality Settings system with URP, general tools and systems missing from Unity that we had to build ourselves, etc.
Mostly scalability across the board; and the connection of that to performance.
Just a few topics:
Personally, I ended up removing Visual Scripting from a lot of areas of the game because of compilation and performance issues were so frustrating and predicted fixes were too long to wait for. We started the project as a Hybrid of Code and VS but then VS usage was reduced to just the enemy state machines. And even then we were investigating removing VS from them too because of same reasons.
Also we were investigating removing Runtime Rigging from some areas due to performance issues. Its fun and does a lot for you but in the end it cost us valuable ms for not a lot of visual gain that couldn’t be handled by pre-baked anims and clever blends.
Lack of a default scalability in environment was a big issue; especially as Unity’s LOD/HLOD story is… confusing. I ended up prototyping a rough HLOD system specifically for Gigaya but we didn’t end up using it as the root of the issue is Unity should have a solid one out of the box. And I didn’t want this custom HLOD system to be added to the pile of other HLOD Systems.
URP Shader Variants was another story; and contributed heavily to longer build times. We were investigating solutions but never got a chance to pursue them more. 