Yes, I'd like to be able to quantify the cost of a hierarchy of objects. Mainly the cost of assets such as Meshes, Textures, Audio Clip, Particle System and Animation Clip that are associated with the hierarchy. Knowing this make me able to identify what is the cost of [Section of a level, Character, GPI] which can then be use in decision such as what to work on, what to remove, etc. With the current Memory Profile it is hard to know what is the real cost of those feature as we can only see the individual cost of each Asset. Currently, the only way I found to reliably find the cost of those objects is to completely remove them. It can be a lengthy task whenever you want to establish the cost of multiple objects.
That being said, If possible, I would like to be able to quantity the cost of an asset such as a Font. A font is usually made up of multiple fallback font that each have their own texture and other asset. In our game, we have multiple font and I was trying to figure out the actual cost of each of them so I can reliably say that removing one font will give us 100 MO. The only I was able to know, was to remove the font entirely.
Thinking about, maybe if I was able to see the cost of the memory as if I had bundle the given Asset/(Hierarchy as a Prefab) would be enough. With, obviously, the ability to see if the asset is being use by something else.