Hey Daniel :) Been coming round here occasionally to see what's going on with good old Torque. Thought I may as well contribute something, even if it's just random comments. Aside from the benefits you mentioned, engineAPI was mainly meant to hide all the internals of how the interop works (such as the manual string parsing that the old console methods were doing) such that the interop can be done in whatever way you want without changing any of the script methods. The "final" version also supported varargs. What's now in T3D is sort of engineAPI v0.8. We eventually used it from C# without any generator tool. It requires manually adding some interop stuff but .NET makes that very, very easy. Still, once it was set up, the interop generator actually made for a really nice experience. Add something in C++, hit build, and continue writing in C# with VS/ReSharper seeing all the new definitions (and even documentation; we converted the docs added in C++ to XML docs in C#).