Can't you just maintain that in a separate branch? Should not be that hard. I think most people already maintain a separate modified engine for their projects.
Well sure I could, in fact I've been working with C# for the sake of Torque6 and not for the sake of Torque3D, so it's not really a priority for me to get C# in Torque3D. But if it makes sense to include in the engine, as it is a small amount of changes in order to implement, then why not?
I have to point out yet again that the change is about exposing an interface. Think of it as taking Torque3D, and transforming it into an engine with a lot of buttons and input and output panels, instead of a box with a start and a stop button as it is currently.
You can then, put that engine in a C# car, a TorqueScript car or a Java car, whatever you like.
If you don't agree on the benefit of that, then I guess we just have different visions of what Torque3D should be.