I'll keep an eye out for that! The variations feature in Suno is a good example of what not to do here, as it effectively just makes another random iteration using existing settings.
I think the other missing pieces I've found are upscaling and stem splitting. While existing tool exist for splitting stems exist, my testing found that this didn't work well in practice (at least on Suno music), likely due to a combination of encoder-specific artifacts and the overall low sound quality. Existing upscaling approaches also faced similar issues.
My naive guess is that these are things that will benefit from being closely intertwined with the generation process. Eg when splitting up stems, you can use the diffusion model(s) to help jointly converge individual stems into reasonable standalone tracks.
I'm excited about the potential of these tools. I've definitely personally found uses cases for small independent game projects where a paying for musicians is far out of budget, and the style of music is not one I can execute on my own. But I'm not willing to sacrifice on quality of results to do so.