Godot 3.1 alpha 3
Windows 10 x64
When using the get_node function, the code editor will offer autocomplete for all the nodes descending from the node that possesses the script in the scene. This is nice, but no code completion is offered for sibling nodes or further up the ancestry.
For example
get_node("../siblingNode")
won't offer autocomplete for "siblingNode" after "../" has been written.
Is this because there are possibly many ancestors, siblings, and so on, and so the list of strings would often be very long right out the gate with get_node(? Can instead the list of siblings appear only once this much has been written: get_node("../ , or would that require too much rework of the code completion system?
It would be a nice QOL improvement to be able to more quickly reference these nodes with get_node and $, not worry about spelling them incorrectly, and not feel like I had already misspelled something just because the autocomplete turned off.
Since any node in the tree can be an instance of a self-contained scene that doesn't have any further parent nodes while edited standalone, I wouldn't want the editor to encourage this coding style. Reference in (down the tree), signal out (up the tree / sideways by proxy of the parent) should always be preferred in this case, because it leads to less tight coupling and better testability.
While I agree this isn't a very good practice, I don't see a technical reason that should prevent listing siblings / other child nodes of the parent. This works fine:

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Since any node in the tree can be an instance of a self-contained scene that doesn't have any further parent nodes while edited standalone, I wouldn't want the editor to encourage this coding style. Reference in (down the tree), signal out (up the tree / sideways by proxy of the parent) should always be preferred in this case, because it leads to less tight coupling and better testability.