I did some more research into coding style and found K&R seems to be considered the best amongst experts, as it is used in the Linux kernel and many more big popular projects: https://www.kernel.org/doc/html/v4.10/p ... style.html
also interesting to read the other style recommendations.
The main difference are the placement of the braces and the spaces, the Linux kernel uses 8 spaces for indentation and they argue that it enhances readability and that if you need more than 3 levels of indentation your code is bad anyway.
However Torque3D seems to use the Allman style variant which puts the opening braces all in their own lines and first I thought K&R was better, but now I see that Allman style enhances readability and the only disadvantage is using more lines, which is not that big of a problem.
I mean you could argue about some details like how many spaces to use, since 3 are less than the commonly used 4 or even 8 spaces per line, but as game code tends to have a lot of indentations often, 3 lines is a fine choice, so the code does not move too far to the right and 2 spaces would be too little for a significant visual separation.
There seem to be some inconsistencies in the Torque code since .gui and .mis files use a different brace style having the opening brace at the end of the first line instead of using a separate line for them, no idea what the intend behind this is, but as those files are mostly autogenerated from the engine and hardly edited by hand and only a list of items, it would not add much benefit changing it anyway.
So I tend to agree to the way it already is now and suggest not to change Torque3D coding style at all.