The utf8 library really should be full featured with equivalent methods as found in the string library, even if that method works with utf8 strings already.
The point being that as a scripter you can trust these methods work fine with utf8 strings without having to tip toe around the reference docs to make sure what might or might not or have certain caveats such as the string position index being based on bytes.
The first implementation would be the easy low hanging fruit: bytecode equivalents. Methods in string library that work with utf8 strings fine already and just simply generate the same bytecode.
Second would be looking at existing ll* functions and copying the code to work with the slua bindings. For example llToLower / llToUpper.
Third would be writing brand new methods.
The big question(s) might be whether this should be a bigger effort/coordination upstream in Luau given that Roblox has all the same problems. This also means whether these might be added even further upstream in Lua 5.6+ in the future or if Luau and even SLua continue to further diverge.
There are often threads in Roblox around utf8 compatibility issues due to user input such as names and chat. SL has a big international presence, official language support and existing legacies of unicode scripting support which significantly exacerbates how critical this problem is for SLua.