The plan in my head I've had for a long time with regard to LuaMission consists of two pieces:
1. A fairly low-level API for controlling encounter groups (spawn points), receiving events, setting mission objective text, sending chat window text and progress meters, etc.
2. A standard library written in Lua built around that API geared toward providing pieces that work like "standard" missions. Something along the lines of allowing a single ObjectiveDefeatAll("Vahzilok", "Defeat all the baddies!") call to set up the variables needed for a mission. A GUI editor that looks similar to the in-game AE interface - or maybe the AE interface itself - could be fairly easily built around these pieces.
Beginners could fairly easily create missions in notepad by copy/pasting examples that use the library (or a GUI editor if someone builds one). Advanced designers could bypass parts of the library, or not even use it at all, do to more interesting things and create nonstandard game mechanics.
I haven't looked at what SEGS is doing in a whole lot of detail, but from what I've seen of their Lua API so far -- it's a fairly unique take on Lua and not how I would have done it. So while #1 will likely be quite different from the SEGS implementation and not compatible, there's no reason that #2 couldn't be ported to work on top of whatever they decide on.
1. Sounds good to me, like it covers most bases. API/Hooks for the elements of missions?
2. A command that links all the 'variables' or 'Jigsaw' pieces to generate a mission?
That satisfies my curiosity because I wasn't sure what LUA on the Dev' timeline specifically meant. But having a LUA library of elements that you can copy and paste from, like a very simple and basic 'text' command that can be copied into a notepad, that plugs in the variable elements to create a mission sounds cool to me.
What I like Paragon Chat so far, is that it honours the pick up and play aspect of the 'original' and that things are implemented with a perfectionist zeal.
If LUA can be implemented alongside a map editor (I'm presuming the kind of 'back end' work on the SG bases may be transferable to other stuff? To help to plug in other stuff like a map editor, that the powers, as so far implemented are also part of some 'back end' work...like lego-brick modules that plug into Paragon Chat?) that is as well implemented and easy to use as the SG Bases then it will be a day long remembered.
Imagine that. ...the CoH community being able to create their own mission and map content from 'lego-bricks' - the possibilities would be endless.

Paragon Chat, SG Bases & the Kalistri Wharf map (and the other 22 maps in progress!) offers a tantalising glimpse on the horizon where the community modify the original and take it forward...and where the outrageous 'sunset' of the original is consigned to history and CoH may live and breath again with it's legacy assured.
Thank you for the reply. Much appreciated.
Azrael.