I think so too. And I figured out that the Cobra wasn't working properly - now it does, even though it still sometimes randomly crashes on its way out, so...
Still, that's ArmA AI, nothing I can do.
Also, the calling-artillery thing had a slight bug in it (apparently a "null target" returned by nearObjects will not be picked up by isNull or isNil, but I eventually managed to script around that. Might be a .sqs problem too?), but I was unable to replicate the "artillery-on-head" bug or the _this select error - might be some third-party addon you've got that messes with the LDs? Likewise I was unable to replicate the _this select error upon player death...once again, might've been an external script/some other oddity I hadn't thought of.
As to the "stripped-down" SCS: I too mostly use it to just add WPs and move the other squads around quickly, but then again I think it works just perfectly for that - if someone WANTS to make it more complicated with behaviours and timeouts and stuff, they're welcome to, but they don't have to.
Better to have a working system with a lot of features, than just a working system, right? I was actually planning on adding some "go-codes" à la Rainbow 6: basically just another way of synchronizing waypoints to allow for an attack en-masse. Currently that works via the extra radio option (which isn't really a part of the SCS core system).
But yes: I think this one is about done. I'll get up a version...well...I suppose it has to be v.1.0...
for review soonish.
Wolfrug out.