What has gone on so far in this thread is not trolling. IMHO your responses give the feel that you are the one trolling. But ehh.
No, not looking to troll at all, if you read my first posts, you'll see I was being laid-back, civil, nice... and if you read my last post before this one, you'll see specific examples where I felt insulted, especially directly insulted, which as I stated, I never did.
As far as what it can do better? That one I've mentioned over and over until blue in the face. And not trying to be mean with saying any of this... but I said over and over, even quoted the Linden documentation in saying, that querying the dataserver takes longer, is slower, and adds to lag. I've even pointed out true and actual scenarios, where I had a person (Blue Stormwind) from above, there and present, who also witnessed that Targetting was much faster, and that I had to make a do/while loop for touching, etc, at least as far as getting the av key was concerned, because detection is slower, and doesn't return an exact value from the start, whereas Targeting does.
Also spoke of examples, and comparisons where sitting, the av key, from a SitTarget is right there, ready to use. When touching however, once again, must resort to detection, which I also explained over and over is slower.
The screen I spoke up which starts up dances, sometimes still takes quite awhile for the animations to begin, because the detection process is rather slow, whereas sit items, occurs rather fast... why, targetting more fastly returns the values needed as far as keys and such go.
I also stated examples above, wherein querying the dataserver can contribute and greatly add to lag. If a query to a dataserver needs to process that information and/or it adds to the lag factor, not to mention overhead bandwidth usage, think of the snowball effect or bottleneck you're having at events such as bingo, slingo, tringo, or even busy malls, dance events, games, etc. Tringo and Slingo as an example... you have 25 or so people all in a small area already, processing whatever they're wearing, using, etc, the surroundings, there you have your typical loading and bandwidth. Now add to that, every turn in the game, each person clicking their board... that's 25 or so simultaneous queries to the dataserver... that tends to make for uber-lag. Now, if when someone touched the board or the object, if it had a target function, and returned the key, etc right off the bat from said function, there wouldn't be as much need to query the dataserver. I dunno, maybe I'm just missing something, but it does seem simple enough for me. As far as the exact code, yeah, may be more easily understandable, but unlike some, I do have other responsibilities and issues to attend to both online and in RL, and don't always have all the time in the world to sit around writing specific code, and when I do, I use that time typically if writing code, to webscript, LSL-script, NWN-script, etc for already existing items, purposes, etc. Not to mention, I try and keep it on a conversation level, and in "laymens" terms, that way everybody reading can understand it. Yes, you understand the LSL code, I understand it, Seraph, and a couple other posters understand it... but in a feature suggestions forum, not everybody is going to understand the system code, so in displaying it in system code, going to lose people following what's being done, etc; perhaps even lose interest.
And for the record, yes Strife, I do feel you've been doing well at staying civil; like I said, it did feel like a slap in the face, when we were chatting amongst the forums in a laid-back form, I answered your post, thanked you, explained, etc... and then suddenly, there's a post where it didn't seem you were addressing me anymore and instead were addressing anybody that could read it, saying you don't support, etc, as if in a slight protest. That was the only part that semi-bothered me, albeit, not that badly. What bothered me more, as I said in the post above, was the direct comments made by Seraph. For me, forum posting, and chatting is more a "relaxed" sort of thing to do... I don't bring myself to forums in a classroom fashion, as much as I do rather in a lounged and laid-back fashion.
Nicely put I couldn't use your description in documentation.
As I said, I never planned on coming here with the need to have the original base ideas already at a "documentation" level. And not to be mean or anything in saying this, since you're not really a coder or anything for Second Life, why would you need to be using my ideas in your documentations? hehe

PS - to make that example even more specific... think of a sim having multiple events within it... or think of areas that have hosting areas for tringo, slingo, bingo all in the same areas. Or again, the very heavily congested shopping areas, etc. Take it on a broad scale and add it all up, and pretty soon, you're dealing with King Kong sized laggage.

PPS - yes, I do realize there's a slight query with targetting on sitting... that's why I mentioned that I chose to use a half-second sleep event on the couch, so that said key could be gotten for animation poses. Now, let's compare, half-second on a sit, as opposed to 5-10 seconds and the need for a do/while loop on a touch. Better? Perhaps, possibly, and at least in my idea, yeah.
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