Thank you for the response! Like the other comments, I appreciate the honesty and am myself now ready to move on.
I will admit I am perplexed Stardock is developing an engine without scripting, even if they had no modding plans. Scripting lets designers work on the mission components without accidents that cause memory-leaks and instability across the entire product, not to mention the productivity gains you get out of a high-level language.
It really just comes down to planning. You need to know what you want and how to get there before you start. Derek and company have been busy making sure the company is organized and staying focused. The fruits of that will first be seen in the gameplay for Fallen Enchantress. We just can't do everything at once.
In Fallen Enchantress, would it consume too many man-hours at this point to drop in Google's V8 ECMAScript engine http://code.google.com/p/v8/ or http://www.lua.org/ and take a small system (like quests or UI) and expose them to the script, put in some event triggers and start from there, rather than making a wholesale effort to move the entire game over?
Stardock is really small compared to other "major" game studios. We only have a handful of engineers on the games side, so even minor tasks can eat up a sizable percentage of our resources. As we expand and the technology base is improved we'll have more time and people to work on new features. No promises on where we'll end up or what we'll be able to do, but I feel good about where we'll get in the long run. It's tough for me to be patient too, but sometimes that's what's necessary.