Steve,
A minor note... I wouldn't call the oe 'input' or configuration language a script, per se. It's more of a description file that creates a specific object tree configuration.
Sorry if I'm slicing and dicing terminology a bit, but since it's a configuration language, it does't support any 'behavior' definition. The "EDL" stands for eaagles description language.
I hope to bring in more 'script' capabilities at some point, but for now, all behavior is coded in c++ -- parameters or 'slots' properties can be used to adjust that behavior, but the behavior itself is 'hard coded'.
One thing you might notice (with current code on GitHub) is the very explicit naming of the parser to a 'edl_parser' - meaning, it's parses "EDL" description files. Having messed around with JSON, it's amazingly close to EDL in terms of object syntax. So, do doubt, in the back of my mind I'm thinking a JSON 'compatible' format could be added (i.e., 'json_parser'). Doing that would potentially open the door to all sorts of cool editors.
Doug