Yes, let me know if you can find an issue there. Just to clarify, if you consider the mxed texture workflow (which is changing in 1.7):
- - a material is open
- a bsdf is selected
- you left-click the refl. 0 button
- a texture editor is shown, loaded with the refl. 0 texture
- you modify the texture
- you click OK
- control returns to the material editor
You cannot see a texture unless you are editing it, and while you are, you cannot do anything else. If you exit you may forget one of the settings and need to repeat this click > edit > ok/cancel loop again. The plugin's texture editor operation is only slightly different, but it is a good bit less restrictive:
- - a material is open
- a bsdf is selected
- you right-click the refl. 0 button
- the texture-editor opens, loaded with the refl. 0 texture
- you modify the texture
The procedure is virtually the same, except that you right-click instead of left-click. Besides for this, you are never locked out of the rest of the application - the texture editor is not a separate window so it never 'takes control', and there is never any ok/cancel decision required in order to resume working on something else. The other main difference is seen when choosing which texture is the 'current' one:
- - mxed: select it from the small drop-down
- plugin: click its button
The plugin will use either a left or right click to do this, the only difference is that the right-click is also a shortcut for opening/closing the texture editor. It is not really an attractive option to have the current texture switch when you change BSDFs and such - this would make it impossible to drag a texture from one BSDF to another, and it would also cause a different texture to be shown in the viewport when that would not likely be the desired result.
Please let me know if you are finding a different operation than I've described here.