I missed the last developers meeting but intend to make the next one. I'm still in Istanbul and I've had a good chance to think things through more thoroughly and simplify things, still I'll have to be briefer that I otherwise would be as I don't have access to all my resources and am working on a very old laptop.

Points:
-Pitfalls of CSS and Javascript and indeed SIML, which is now deprecated.
*I have some examples of CSS and Javascript I've put together, I'll make sure all the examples are in both CSS and Javascript so the pitfalls can be seen.

-Possibility of a dual implementation model, both CSS and Javascript. CSS being limited to just CSS and fully editable in the GUI, Javascript only limited by way of features available (re security etc...) but not being fully editable in the GUI, inkscape isn't an IDE.

-Performance issues with Firefox ECMA scripting engine on older machines.

-Options for implementing security beyond that provided by the ECMA engine by default.

-Modular design, allowing the ECMA engine and APIs to more easily be integrated with other open source applications.
*Engine integration,
*API modules providing and API view with module availability restricted based on use. i.e. Runtime tool extensions need APIs that should not be available to SVG documents.

-Lightly cover extra tools and GUI changes required for animation and interactivity etc... This will require some mockups to have a proper discussion about.

-Possibility of assistance from Universities by way of taking on some of the work as elements of research projects.

-Potential for revenue generation in a souped up version.

-Discuss a Python2/3 implementation written in Javascript that I've used via University. This would allow for existing Python plugins that are apparently quite broken at the moment to be ported to javascript should the time come

-Potential for macro recording and real-time extensions, e.g. new drawing tools like the shape recognition extension I've been working on.

Finally,
-Canvas performance, options available and discuss the current implementation and bottlenecks and how this can be moved forward into the up and coming OpenGL, Vulkan etc.. implementation.