(different than the cheat issue discussed earlier)
i'm guessing that some people may consider LUA to be a significant enabler of cheats, as it lowers to barriers to development.
will pure enforce lua consistency client side?
will lua be locked up in a package file, or unpacked in the file system, or both?(question for client and server side)
can a lua file be by it self and act as a plugin (download file to a folder and run the game) or will things need to be patched like current C code. (server side only? or also client side?)
will you cripple lua to combat client side cheats? how will the crippling of client side effect the freedom of server side development?
is the tension/fear of cheat policy on this forum forcing you to do more crippling than you desire to?
some examples of scripting doing great things that i think are worth seeing:
http://spring.clan-sy.com (open source remake of Total Annihilation engine)
http://spring.clan-sy.com/phpbb/viewforum.php?f=23L all the mods for this game are done entirely in LUA, need for engine modification is amazingly low, the idea of using a modified engine is never discussed.
L individual client scripts can be downloaded and used(due to the sycronized simulation nature of the game, the only cheat that there is to worry about is wallhacks, lua in widget mode(outside the enforced packages(like sv_pure)) can't access non-visible units)
http://forums.alliedmods.net/forumdisplay.php?f=108 (server side scripts for half-life)
L you can compile all scripts by clicking on a exe the main package comes with, very easy and reliable.
L main scripting system package comes with all the admin necessities as default scripts.
L plugin conflicts are rare, you can download 100 plugins, compile and run, no problems