Rather than having in built "freezes" in certain functions like object rez / ll email etc, which are trivially circumventable by "LINK_MESSAGE"ing another script in the same prim and having that other script swallow the delay (providing a 'burstable' limit on these calls) these could be better handled in slua by reworking how these delays are implemented - perhaps on a per prim or per script setting where these calls can be made at "no cost" up to some specific rate after which they stall or fail (for example the way HTTP requests can be performed - there is no function delay here but there is still an overall limit on HTTP requests)
The work around of having often multiple 'worker' scripts that just listen for a link message then execute the call to llEmail / etc has always been a bodge, but also rather necessary one if you don't want your main server script to become unresponsive regularly, which is quite important for a simultaneous multi user server style script (e.g. providing a region wide service to all players, the main script here can not be stalled without noticable impact to the players and yet some of these functions with delays in are needed for operation).
Since so much is changing in the lua implemented stuff we could use this opportunity to redefine or rework how these function delays work, /only/ for pure lua scripts compiled using the new lua mode, while legacy LSL to lua / LSL mono / LSL classic scripts can maintain their previous behaviour regarding delays.
This would be great to avoid what is essentially a "gotcha" that new scripters sort of 'need to know' how to work around to have a performant system that needs to use these delayed calls, as well as avoiding the wasted overhead of multiple worker scripts with their overheads and the time wasted in link messaging (especially since all the worker scripts receive all link messages even though only one of them will take up the work)
Would just be a great and rare opportunity to revisit a rather archaic piece of the scripting languages implementation that just doesn't really work as advertised anyway once you know of the bypass by offloading to worker scripts, not often breaking changes can be brought in to a new language checkpoint.
If this isn't clear enough please let me know and I'll give some better examples or something but I assume this fairly trick is widely known.