It would be nice if the clientside portions of weapons received events anytime any other weapon was loaded. See, I have a weapon called Kai_Binds whose purpose is to filter keyboard events and then trigger other weapons. These weapons have to register interest with Kai_Binds in order to receive the events, and they do this by calling a public function. Thereafter, their details are stored in this.variables.
But if I edit the Kai_Binds' script while somebody is playing then suddenly the system breaks down. The this.variables are lost, so Kai_Binds doesn't know about the other weapons anymore. Even worse, those weapons don't
know that it doesn't know about them, so they can't remind it. That's where my suggestion comes into play. If they were informed when Kai_Binds is reloaded, they could re-register and everything would be fine.
It could also be useful in, say, a custom Q-menu. Instead of constantly checking the player's weapon list, the menu could simply wait for a WeaponLoaded event and add the new weapon to the list.
The events could possibly be restricted to post-login weapon loads, to reduce overheads? Either way, I can't imagine it being too much effort to implement
ALSO, GIVE ME V4 ACCESS >:O