I've been following lots of TD tutorials and translating into TiXL ops, and there is a lot of overlap in operators which has made it a great learning experience!
There is an operator that keeps coming up which I think would be quite useful in TiXL, which is 'Slope' - it is quite a simple shader which returns the derivative of a texture.
https://docs.derivative.ca/Slope_TOP
I think that it works out to 0.5 + (current pixel - neighbour)/2
Slope is used quite often in tutorials for flow fields and displacement feedback as a sort of directional blur to make the underlying noise smoother without using a box blur and losing some of the detail.