Currently there are surely a lot of little parity problems. These are just some that I've noticed so far- local a = {1, 2, 3, 4} local b = {1, 2, nil, 4} local c = {1, 2, d = 3, 4} ll.OwnerSay(`a {#a} `) ll.OwnerSay(`b {#b} `) ll.OwnerSay(`c {#c} `) A and B will return 4, but C will return 3. Getting the length of a table with dictionary elements requires looping thru the entire table with pairs() each time, requiring a cludgy metamethod to have it work how one would 'expect', when just a table.len() would be useful. local Tbl = {} Tbl.__index = Tbl Tbl.__len = function(len) local incr = 0 for _ in pairs(len) do incr = incr + 1 end return incr end Likewise, list concatenation is a major thing in SL, allowing one to build up lists for llSetLinkPrimitiveParams for instance to save on function calls. This is entirely impossible in Lua with merging even two tables requiring your own function, or another cludge, to say nothing of matching the functionality of SL where multiple lists can be strung together easily- Table. __concat = function(a, b) if type(b) == "table" then for _, v in ipairs(b) do a[#a+1]=v end else a[#a+1]=b end return a end } As these are probably minor, basic functions that would get a lot of use, I feel like small things like this should start being added to the language, to prevent them from needing to be created in every script itself. The performance would also be higher if implemented in C on top of that. Lua is advertised as being an extremely tiny language, but that can be a little detrimental when we have to make even basic helper functions ourselves in our limited 64kb memory.