1. Yes, I know. I'm saying making a standalone campaign and then importing it into GM mode, not scripting or anything in GM mode.

2. Some fair points. I'd say in your example of someone falling on the wanderer, the GM could pause the game and apply a knockdown effect and then some kind of slowdown status on it and that would function fairly well. It'd be hard to say how a GM would interact with scripts, which may be part of the reason its technically difficult to implement. Would be nice to be able to possess an NPC to bypass the scripts temporarily.

But as you said, scripts could become a crutch even if the GM could interrupt them. Yes, complex scripted scenes would incentivize GMs to take down players a certain path, but that's not really much different from a GM writing a story with several preplanned scenes they'll take players down. Sure, a spoken GM session has more room for improvisation than a scripted scene, but there's still room for the GM to make changes in the GM mode too.

It just seems like an unnecessary limitation. Most GMs probably won't take advantage of scripts or using the editor at all, but some might.

3. Obviously transitions should be group based. A GM should be able to disable the transition zone temporarily as well. I don't see how players would act too different than now. If players are just running looking for the next zone, that's not going to be very fun whether the transitions are automatic or not.