Anything beyond a few simple bugfixes would probably require a substantial effort. Changing even one bit of dialogue can throw off an entire region since the text portions were done before I wrote a script compiler. Nowadays, I have twoscript, which is used for Eternal Silence, where making text revisions is just a matter of changing the script and running the script compiler. Changing text in MSR as it stands requires running the script through the very basic text-to-data converter and updating every single entry point by hand in the source code. It's not a trivial operation and it carries a high chance of error. If I wanted to implement the twoscript interpreter, I could... but I'd have to redo every script in the game. I have no problem with that, but I don't want anything to get in the way of existing active productions, especially seeing as we are so close to wrapping up Lucretia.
(For those of you who like dev trivia, here's some for ya... twoscript was written for a project codenamed TWOS... hence twoscript. The script compiler is based on monoscript, a similar script compiler developed previously for Project MONOLITH. twoscript is much more advanced in terms of overall scripting functionality but lacks monoscript's multiple language ability.)