But the primary reason to expand the enemy editor to me? LW_SCRIPT-type weapons are more easily controlled by scripts than most other types of lweapons. (Which makes sense, given their name.) I've been doing some crazy stuff with lweapons lately, but there are only so many types of them to use. You can't make swords, wands, candles, hammers, the cane of byrna or hookshots with scripts right now; although you can fake it fairly convincingly.
Certain lweapon types, like Bomb, Bombblast, Super Bomb, Super Bombblast and fire resist being controlled by scripts to their dying breaths. Boomerangs, sparkle, fire sparkle and reflected weapons are also a bit finicky. I'm not even sure how whistle whirlwinds behave.
That means we can generated and easily control via script sword beams, arrows, magic and the LW_SCRIPT-type lweapons. So if a user wants to do anything fancy with lweapons, like poison an enemy or move them in odd ways; you basically have to use one of those types.
I know this might be difficult and take a lot of time, but I do think it will be worth the effort in the end.