I'm not familiar with the internals of how the physics engine works but it would be great for many applications, vehicles in particular, if you could get additional physics information at that moment in time.
Particularly vehicles need to understand if the vehicle is "grounded" or free falling. Currently this is done through llCastRay at the locations of the wheels downwards, but for some vehicles that are track based such as tanks that have a larger surface area this becomes bit more tricky to raycast when dealing with uneven and complicated surface environments like rubble or offroad.
It would be great if a Linden could investigate additional useful physics info that could be surfaced to scripts if the Havok physics engine is already aware of certain information about objects.
I do know that Havok physics has a 'sleep' state for objects which could be useful to know, likewise the script also enter a sleepier state by slowing down timer events if it's not actively moving for example.
Gotcha is that this is stuff perhaps specific to Havok engine behaviour, so switching to a modern, multi-threaded engine like Jolt (https://github.com/jrouwe/JoltPhysics) which might not have this info could break this functionality.
There might be also something from the linden vehicle code that could be surfaced, as VEHICLE_FLAG_LIMIT_MOTOR_UP requires the sim to know if a vehicle is airborne or not.