Allowing to divide up the total memory into sections sort of reminds of the way that the tempo beep is not made up of 2 sounds (like in metronomes of DAWs - so one can get a sense of measures vs beats). Putting that optional 2-sound metronome wish aside, I could see the basic extension of looper functionality as primarily borrowing from the already existing function of scenes. Imagine you had a looper block in each of 4 scenes, each one set to a different channel (ABCD), but you made it so the looper block could be set to those 4 channels (in my ii [Mark I], I only have 2 channels and I don't think the looper has channels A & B, like the amp and drive and reverb blocks do (from memory - I haven't had time to use the Axe FX in SO LONG....) But one might simply add 4 channels the looper block - in 2 modes. The first mode would be whatever preset settings, the 2nd mode would actually allow dividing the memory, i.e. allowing for the existing total memory to be split between the channels - so that when switching from a scene with its looper block set to Channel A to a scene set to a different channel, there could be a seamless transition. Then, could it be as simple as adding the ability to "send" aka "commit" to a next-available channel, a recorded portion of the total available looper memory, so that it is confined to the next available uncommitted channel (ABC or D) (auto quantized to its best beat quantization - that quantization is already possible from my memory although I haven't used the looper in a couple of years) - and thereafter, once any portion of beats has been started repeating one could commit it to the remaining next available channel/s, so that the remaining memory of the full block can be recorded over destructively again, up to its full length. (again, to be quantized once it is committed). I think this would work using the existing 4 channels, and then a looper block in any scene could be set as one of the 4 channels (ABCD). Then one could change scenes to change the channel, as in:
The caveat is that the looper block would need to "understand" its looping from the context of the quantized audio, and so that upon scene switching to the scene with the alternative channels, the "switch" would happen after the quantized recorded portion was finished playing (a holdover function), whereas all other aspects of the scene would instantly become switched. (Ultimately, with further advancement, the "commit" function could alternatively be made to holdover for the full quantization of what was recorded into that channel, vs only holding until the next beat unit (as 2 modes).
I don't know if suggested upgrades to the looper are better approached without regard to channels/scenes, but it was just something I wanted to jot down here in case it made any sense.