I am unsure if such commands are around yet ! anyway theory's are
first command
Unlike loop cut and detached face command the the detach points would unweld selected points keeping model in tacked yet splitting all edges attached to point like a ...banana peal generating new points in same position keeping faces intact.
What use is this , This would be first step allowing user to unwrap there models within (morph target mode) to create a more advance custom uv wrap simply by enable decal map when complete.
Next one would be another command mesh point index to uv grid coordinates ,unwrap model to a predefined x,y 0 and 100 grid in world coordinates with in ratio of each uv / point 2 data of each point ignoring z locations ,reason for z being ignored will allow user to work out which point belongs to other ,as user can simply use flatten command when complete no need to alter z