This idea is primarily for gaming, though it may affect other applications. Many games use large archive files for storing media resources. While these files are large, they are often accessed in a random fashion. Sometimes there may be a single PKG file that has almost all of the resources for an entire game. This will be passed up by caching systems like Eboostr and ReadyBoost because it's assumed that large file == sequential access. I would propose that max file size can be specified, and possibly based on mask and/or path. This will allow users to restrict most of the files in cache to very small files, but selectively load certain very large files known to be content archives.
I am curious if anyone else has input on this?