This API just keeps getting more awesome!

Great work Per!
droid.droidType = DROID_ECM: I wasn't aware there were electronic counter measure turrets in the game - what are they?
droid.experience: if not set, ie. droid hasn't killed anything, will it be <null> or <undefined> or <0>? Also "this value is not set" - do you mean "this value is read-only"?
Scavengers: From what I understand, player[0..9] = human/AI players. How do I, for example, find out who the scavenger players are and iterate through their droids, structures, etc?
... must be quoted, otherwise the function will be inlined: Is the issue with inlining that the function won't see the global variables, etc? If so, I assume I can work round that problem using a JS enclosure (assuming the JS engine in WZ is fairly ECMA-262 compliant)?
componentAvailable(): What is a component? Is it like a research item or something else?
enum<Whatever>(): Is there any way to say "get me a list of <whatever> for a map region within x1,y1,x2,y2"? I can create a JS function to iterate through a list and filter out any items outside a given region, but it seems wasteful to have to iterate through what could be quite a big list just to get stuff in a specific region. Similar to how groupAddArea() must have to get a list of all my droids in that area - I assume there's already some code floating around to get a list of certain things in a given area?
pickStructLocation(): I assume this checks to see if the droid can reach that location (if not, please let me know). Would it be possible to ignore that check if droid == null? Reason: At some point I want to get my AI to create cyborg transports and then send an engineer to an otherwise inaccessible place and build something - so I'd want to know if the thing I could build could be built there (ie. is there enough flat land for it), then fly a cyborg engineer in, then build it, then fly the cyborg engineer out.
setStructureLimits(): Any chance of a getStructureLimits() function?

If structure type omitted, return a list of all structures and their associated limits, otherwise return limit for specified structure.
centreView(x, y): Any chance an optional "player" param can be added to this (defaults to current player). Reason: At some point I want my AI to be able to warn human player about something, or show them something on the map. Sequence would be: AI messages human via in-game chat, then human replies with "show me", then AI centers human players' view on that point. [Note: Not really that important a feature, but would be cool to experiment with]
add/removeReticuleButton(): What is a reticule button?
droidFromId(): Would it be possible to get structFromId() and featureFromId() - or possibly better: objFromId(any_object)? Reason: I want to persist some links to specific buildings, features, etc., as part of my AI's "mission" list - as I can't store complex objects, I'd need to have a separate global var with a basic array/object containing just primitive types like id's (numbers) and strings, and when game loaded have some way of converting those id's back to actual in-game objects.