If you want really simple look at Xcos: It is a simulation software that lets you connect code blocks with each other.
These blocks openly show their inputs and outputs color coded - red for trigger i/o, black for numbers - a principle that is immediately obvious and can be expanded. If you want to manipulate code you can do that in a very natural way which is ideal for logical puzzles like connected levers or traps that go off in a periodic pattern and the community can even write mods that prepare new blocks.
You get even more intuition if you allow for context sensitive drag-and-drop. You Ctrl-drag a unit (or even a button) into the trigger board, its creature token-block appears (no need to rename the unit). Then you choose its trigger output (e.g. 'dies') or its number output ('isDead') and connect it to the event of your choice (journal entry). This has the advantage that search range of functions is reduced and a certain redundancy of options smoothens your workflow. Debugging is absolutely simple if you refer to existing objects.
Also whenever drag'n drop is not possible you know that an editior function is either not optimally standardized or has prerequisites that could be automated.
Problems are when you need to refer to templates or you want an object to inherit alien methods. And larger scripts might suffer performace problems.

I do not have the experience on modding to know which activities are the most time consuming. Please do not attempt such a mammoth for your editor if you do not agree it would reduce work time since it isn't new functionality and the scripting in your language looks pretty comfortable already.