@Solokiller
In regards to scripting, and assuming scripting allows for creating custom monsters and entities, I believe this could definitely be a plus.
For example, Garry's mod provides a Lua API which allows clients to override the game's default behavior. This mainly has the following advantages for clients:
- Hide internal game code complexity
- Reuse custom entities in multiple projects (No need to recompile)
- Easier way to manage modularity (Depends on script language used)
- Abstraction over game update (No need to recompile or merge changes in code base)
- Write minimal code
In addition, this would probably encourage more people to contribute to a common SDK rather than maintaining a fork separately.
On developer side, the following must be taken in consideration:
- Maintenance of script library (Additional work)
- Ensure scripted language updates do not break client scripts (Unit tests)
- Require to manage a wiki for clients and update documentation