While it is exciting that Lua is being integrated into SOTA, I'm worried about it being done in a hodge-podge fashion without a lot of detailed thought on how it should look/behave structurally. For example, today I see this tweet: This appears to mean that modular design/packaging is not being considered. What do I mean by that? It should be possible to write an entirely self contained LUA addon and deploy it in its own sub folder in the lua location. For example: datafolder/lua/NewCraftingUI datafolder/lua/InventoryUImanager In the above theoretical examples, I have two addons installed, one named "NewCraftingUI" and another named "InventoryUImanager". These addons are fully self contained, and all lua, etc, is contained within them. I touched on this some at https://www.shroudoftheavatar.com/forum/index.php?threads/lua-requests.160033/page-2#post-1265823 as well. Additionally hopefully some thought will be put into making some default objects global, similarly as is done with WoW. For example, the "player" unit object should be directly accessible and usable. For example (again with WoW), you can do things like: UnitName("player") to get the name of the player or local mapID = C_Map.GetBestMapForUnit("player") to find what map the player is in, etc. In both these cases, "player" is a global provided via Blizzard. Also, there needs to be a way to enable/disable specific mods. Again, this is a default part of the WoW interface when you log in -- You can pull up a list of all the lua addons you have installed, and selectively enable/disable them as needed.