I believe many advanced Moho users have specialized needs for every character design, and an auto rigger probably wouldn't save them much time or effort except maybe in the initial skeleton creation.
What I would find more useful are tools that makes modifying and editing existing rigs a lot easier. For example, rig editing in many 3D animation programs have a mode that allow you to easily reposition the joints in a skeleton to fit a different character model. I would love to have that feature in Moho! Currently, editing a skeleton to fit new artwork in Moho requires resizing and repositioning each bone individually.
Anyone who has used Moho for a while can tell you that rig-editing and repurposing rig parts for new characters could be a lot easier in Moho. Mult Rush's brilliant
Transform Rig tool adds some of these missing capabilities, and it's a great example of the kind of development I'd like to see in Moho's future but with more intuitive UI and workflows.
Another neat feature I'd like to see in Moho is the ability to position joint markers in a paint program to match your character art, and then have Moho read that Layered PSD data to construct a skeleton that fits the artwork. I'd seen something like that in another program but a little fuzzy about where...maybe Cartoon Animator or After Effects with DuIK? Anyway, this can be a great time saver, especially if users can also define the bone names in the PSD layers. If you want to take this a step further, add options to have Moho set up some commonly used smart bones dials. I think many users will prefer to set up their own dials, but this might be helpful for more 'generic' characters.
Just some thoughts.