Thanks for your suggestions. I'm always happy about feedback
1) The rotation formats are easy to add. I will probably give the possibility to specify a transformation matrix as you suggested since that is more general than quaternions. If you need that immediately there is a simple workaround: in the utMath.h file is a matrix decomposition function that returns Euler angles in the required rotation order.
BTW, I would be really interested to hear if the physics engine integration works wihtout further problems.
2) Yes that's definately important. I will look what is the best way to implement this, maybe using a scissor rectangle or as you mentioned using volumes. A long time ago I implemented shadow volumes so I still recall the annoying problems with the camera being inside the volume. Another possible optimization are so called social stages where less important lights build a union with more dominant lights.
[EDIT: An angle for the light cone is already available with the FOV parameter.]
3) I am currently thinking about a much more flexible rendering pipeline and more powerful/general material system. User defined uniforms will certainly be a part of that system.