I think we all have experience working with frustrating triggers. They're a graphical interface that requires dropdown menus, clicking, and searching for their location. It makes the level editor clunky and slow for making maps with nice, well customised things, such as variables, and is the main bar for me personally wanting to work with the new trigger settings. My suggestion is to give the level editor an optional text editor, that treats the entire level as a script (or maybe just the trigger actions?). I don't think it would be quite as simple as simply opening up the file for text editing - there would need to be some sort of layer above it. I think it would allow for cool, customised maps to be developed at a higher rate and with fewer glitches. I do feel it wouldn't be too complex to implement in a basic form.
Optionally, some really cool stuff could be done if pb2lang did away with triggers entirely and made an entirely new, code-based system of customising the level, but that would probably cause compatability issues with older levels.