Blender 2.8 Design Flaw: The Texture Node Editor

Are we going to get all the textures from brushes into Eevee nodes? For example Musgrave, etc…
Plus, not being able to use the texture for a “displace” modifier in the Eevee shader is troublesome.
I hope you’re not talking about a regression in the form of getting rid of the brush texture only to use the shader nodes ones. Does every feature of cycles have to be represented just to get the base-color output of an existing texture node in Eevee?