I would pay an absurd amount of money for a D-former that is "last in chain"
So, in Daz Studio, D-Formers basically work by essentially changing the shape relative to the base model and then the rig and the morphs are applied to create the final shape of the character "after".
In programs like Maya, you can control at what point in the 'chain' a deformer acts on the geometry.
What I would REALLY want, like, ok, I'll name a price, I would drop 150 in a heartbeat, if I could just have the bog standard d-former but have its effects applied to the final shape, cause for example, it's really hard on some of the really heavily modified face shapes like Genesis 8.1 male storybook frog, just to give one example, to have predictable d-former behavior cause the morphs have deviated so far from the base geometry and it's a constant headache, especially when animating. Please just let me have last in chain d-formers.

Comments
Do you have Mesh Grabber? That's kinda what it does. Won't cost you $150 either.
Wait really? I've heard of Mesh Grabber but it wasn't super clear to me what it did, thank you for the lead!
if mesh grabber is the solution, i clearly misunderstood what you are asking for
Just to be clear, I haven't yet used Mesh Grabber and so I don't actually know if it would do what I want.
I dont understand what a dformer and a chain is in this context. D-Former in daz refers to those specifc deformation tool that deforms based on transforming selected geometry. I guess this is what you are talking about? Mesh Grabber is built from D-formers but I thought Mesh Grabber was more about morph creation instead of preserving a useable D-former that you can still move around.
If you are talking about morph creation, i.e., deformations produced by "morphs", if so then you can control when they are applied with ERC. If you are talking about a need for correctives for Frog people's FACS expressions or arkit blendshapes etc, you can add custom "morphs" with corrective blendshapes and ERC
Maybe i dont understand what you are referring to
making morphs is free. I mean, yes you can do it in Mesh Grabber, but going into the sculpting window in Blender is free, so... paying 150 [currency] is unnecessary.
I've only used dFormers a handful of times, but I'm guessing from the OP that they modify the base mesh, before any morphs are applied, and they want something that can modify the morphed mesh. I also don't own Mesh Grabber, because (with all possible respect to ManFriday) why pay for an inferior tool within DS when you can use a program that has much more mature geometry sculpting capabilities built in?
@Lilweep: To be specific, I am very much talking about D-formers, the thing that gets applied to a mesh in daz when you click Create > New D-Former
D-Formers are extremely handy for direct control of geometry in animations and if I'm understanding mesh grabber is more for making morphs, not necessarily making geometry controllers that I can animate in the scene. If I understand that correctly then mesh grabber isn't what I'm looking for.
@Gordig: Yes, you seem to understand what I'm after but I would go a step further and say that I would want that d-former to even modify the final shape that is the product of the rigging as well, in most situations, that is where I tend to get the most erratic behavior, I have some kind of significant movement in the joint and the d-former will be sending the geometry in unintended directions because the d-former changes the base shape and then the rig changes the d-formers output. I want the d-former AFTER the rig and morphs.
It's been a while since I used the D-Former but it has "influence" zones and strengths variably, according to how you paint it, that affect the how you shape clothing to fit figures it wasn't designed foor.
For example, I used the D-Fornmer to fit the 3DU's Toon Generations 2 clothing (Genesis 3 based humanoid based) to the 3DU Toon Mouse and it worked fine.
Ask @Richard%20Haseltine, he's very familiar with the D-Former usage.