The Mograph module was initially a plugin called Jenna by Corearsenal, a sophisticated third party team around Dwarf, which also coded the Noises you have today, and a pretty neat particle loader plugin back then…
So I wouldnt grant the developers at maxon so much praise for that…
Sorry to break it for you, but Maxon won’t be targeting these issues as far as for R16, if at all… There are several reasons for that plus I sadly know this is the case.
Unfortunately you picked the wrong application if you chose to move into the pro vfx area. I also had to learn that the hard way…
Im nevertheless still keeping the general idea in mind, that Krakatoa for Cinema 4D could really make completely sense some day…
Real pitty, if it’s true what you say. Other than the lack of a proper particle system I’m quiet happy with what Cinema 4D can do, even in regard VFX centric tasks. But you are right, if I was planning to go to Hollywood anytime soon, I would be better off jumping on the Maya train. 
In any case, I was wondering, what is your plan with the C4D to Krakatoa exporter you are developing? Judging from the screenshots it seems to be pretty advanced already. The reason I’m asking is, that I initially considered writing my own exporter, but given the amount of work involved, this would be quiet pointless if you already have something up and running, that you’re gonna release eventually.
Well, I wouldnt choose Maya, but Houdini if I was serious.
Currently I am keeping the krakatoa port on hold, as it would need a proper rewrite for the API version, as well as certain improvements and changes to work in the most reasonable way despite c4ds lack of performance and range of limitations…
To be honest, at the current stage, I would consider the plugin a proof of concept rather than a work stable plugin. It works and you can use all the available settings so far but simply suffers from the c4d limits.
That said, I cant really give you an advice right now. If you wanna spend the time and efforts on an own compile, go ahead, you might learn a lot and maybe understand my frustrations towards c4d better.
Right now I wont work prioritized on this, sorry.
Well, thats too bad, but I understand. It easily gets frustrating, when you keep running in brick walls.
Now that I had a brief look at the C++ API I’m also starting to think, that writing a python exporter will always be second best in any case. Unfortunately as now I’ve been scared away by the complexity of C++ so it would take me a long time to write even the most basic piece of code.
Nevertheless, I’ve been learning a lot from beta testing KrakatoaSR and I’ll keep looking what can be done using the python module and maybe you change your mind at some point and give C4D a second chance.
BTW, because of what you said I just installed the free learning edition of Houdini. Looks promising so far. 
I will let you know, am in contact with maxon about roadmap and plans…
Houdini is serious and wont limit you in any way soon;)
short update, Maxons interest in Krakatoa rose again, as the read the “news” about SR being released;) (I told them one year ago, but they wouldn’t listen, know how to react…)
So work on a tighter integration of SR based on the API will likely start soon;)
That sounds great! I’m looking forward to getting some good use out of the Krakatoa C++ API. I’ll be able to assist you if have questions about the API.