Just an idea and a potential game changer: A way to load and execute a lua file with it's own lua state on a thread that isn't the main game's loop, allowing the possibility of executing long tasks or tasks that requires multiple frames without affecting game performance.
Well surely not everything needs to be synchronous one day the game will have so much scripts that it will be unable to run properly. The lua files could also be put in a sub folder that way it would be very clear which ones are asynchronous. --- Post updated --- Furthermore mods could potentially prime custom asynchronous events that will get triggered when conditions are met rather efficiently since it would be independent from any update function call.
Another thing that just thought of: A system that allows instant communication between other cars would be possible and it could be used for a potentially hard ai to flee from, the ai could be completely loaded and handled asynchronously too and if I am not mistaking even car spawning could be done like that so you never get a freeze while playing (unless ofc your cpu cannot handle that many cars). This opens so many modding and optimization possibilities
Sorry for the bump, but this caught my eye when i was reading through all the changes, I am so excited about these!