None of the effects you describe would be impossible, but they would have to be implemented in BSDF, not as part of shader node evaluation.
The way OSL and other modern shading APIs are designed is that you can evaluate the shader nodes once for a shading point, and can then evaluation the resulting BSDFs multiple times for different view/light directions and wavelengths. This is important to support modern rendering algorithms and good importance sampling. It is something we are very unlikely to deviate from.
One way or another, RGB to wavelength will have to be fast. In a production scene basically all surfaces will be textured.
We don’t have to leave it out by design, but if we can e.g. do a significant optimization by assuming no phosphorescence support, I would happily do it. It’s not an important feature at all, and can be easily emulated with existing shaders.