[To Valve] Feature Request: Instant Movements (Tap-To-Look)

While in a discussion in Gamasutra someone asked if the equivalent of a drawing tablet emulation would be possible, where each spot on the trackpad would correspond to a spot on the screen. I told them the sensitivity for that would be too high because of the scale difference, but then it sparked some ideas that can make it possible to have both high precision and high speed available without need for.The idea is, when not using the analog sticks dedicated to view/cursor for secondary button usage, taping quickly anywhere on it would jump to the correspondent absolute position on the screen (as emulating a drawing tablet) or relative position (as emulating a *very* fast swipe of a mouse), while holding and moving around on the pad would still use the normal behavior of mouse or stick emulation.The important thing is that it should support separate settings for sensitivity, so sliding the thumb from the middle to the edge of the pad would move the cursor (or turn the view) and amount of X, but tapping straight on the edge would do an instant move of Y (as if a movement was made from the perfect center/last position to the edge similarly, but with different sensitivity), according to the user sensitivity settings for it which should be set higher than the normal move. This way, one could jump from side to side of the screen with their cursor (using positioning either absolute to screen or relative to the current cursor's position) or turn around quickly in an FPS (like 90 degrees, 180 degrees... always depending on the user's settings) while still having low enough sensitivity on normal mouse/stick emulation for very precise adjustments when needed.As the motion range of the thumb and the limited size of the trackpad makes a compromise between accuracy and speed, this is needed for sparring the necessity for (or adding more efficiency on top of) using a secondary key to change sensitivity on the go, or using acceleration to allow both small and large movements. All the user has to do is to seamlessly switch from sliding to taping to get the different sensitivity when needed and back against to do finer adjustments.If you drag on the pad, it works normally with the default sensitivity, just as everything already works. But if you tap quickly it works as if you dragged from the center, with secondary sensitivity. Of course it'd only work with the pad not being secondarily used for buttons.I know it's possible to be made on the game side, but having it being native on the controller would make it amazing to use in every game, so think about it. It might turn out better than the dual tracking shown in Papers Please, but it doesn't make it mutually exclusive either. Besides that, the user could dedicate one pad to tap and other to slide, or set different secondary sensitivities, or set one to relative and one to absolute or whatever else crosses their minds.Also would be ideal if the user could set up the movement speed they want, even if instant is technically bad, some players could feel disorientation or motion sickness with such quick motions and have a better time if they could see the movement even if very fast. In that case, the movement should instantly be cancelled if the player touches the pad against to do adjustment or tap in a new position.I can even see it being called a cheat or compared to auto-aim from console shooters, especially because it could work with both mouse/trackball and stick emulation, but neither of those devices can do the same thing, apart from mouse where the user himself can perform those very fast motions, but it's pretty much a drawing tablet emulation at it's core. The advantages come from being able to do both this and also works as mouse/trackball/stick at once, and switching effortlessly from one to another. In the end it still depends on the player's skill to put the camera (or even the crosshair) where he wants with a single tap on the pad.It's not any different than pressing a button that changes the sensitivity and making a drag movement, except it spares the need for pressing that buttons and makes it more intuitive to use.Arena FPS players for example do these fast movements a lot due to the vertical and all-directions-combat level design, and for rocket/gauss/impact-hammer/shield/grenade jumping purposes, and yet have enough precision when needed, that's because there's enough room in mouse pads to have both speed and precision at once:Of course it'd also be great for cursor movement not only view controls, like RTS, MOBAs, Papers Please, the latest House Of The Dead, Euro Truck Simulator 2... And likewise, the whole functionality should be also available for toggling and binding, switching from secondary sensitivity mode to buttons/wheel mode (ideally allowing different sets for each pad) by holding a key and vice-versa.This also raises another question: as the controller is moddable, will the drivers be open source too?