Yes, i totally agree with SC, to create a killer FPSC Game you must have a "killer" understanding of FPI Scripting.
On my little time of studying FPI Scripting, i could create things that only the most experienced FPSC Scripters have done.
I created a perfectly working Mission Objectives System in FPSC, levels of difficulty with a growing number of mission objectives for the harder the level.
I could create, in example, a way of selecting the difficulty level in the titlescreen (like call of duty 4), i could created driveable vehicles in 3rd person (off course they are limited, however, you can drive them in 3rd person), i created a driveable helicopter that shoots at the enemies, driveable tank. But i did not have time to tweak them with the new 1.19 scripts camera commands.
I purchased the Silent Hill 3rd person script and changed it to a traditional 3rd person view even before what the folks here are doing now with the new scripts commands.
I just had a "coffebreak" now in FPI Script to study level design in 3dsmax using VRAY, to be able to create the entire illumination on 3dsmax and then "bake" it to the textures (like rolfy did in Dark House).
So as you see, i think YES, we can create a good game in FPSC, so good as a game created with, let`s suppose, Unreal Development Kit, or Unity Engine, or even Crytek Engine.
I think it all depends on the designer / scripter skills, and even if there is some feature of a "top-notch" game that FPSC does not have by default, it`s just a question of dedication and hard work (and headaches also

) to be able to "simulate" it in FPSC, or at least, make something similar.
So i say, FPSC is growing and we, FPSC users, we must develop another skills related to game design in general (3d, animation, video editting, photoshop design, level design), to use it alongside with FPSC.
In example, i pretend to learn shader creation, to write my own shaders on FPSC, i pretend to use Motion Capture Files for my characters animation on my 007 Fan Game, i will use a 3dsmax plugin that simulates "physical destruction" for destroyable vehicles, i.e, that fragments a model (vehicle), and then each fragment i will bind a bone, and all the bones will be linked to a root, but each one will not be parented to anyone, so when it ragdolls, it will "desmembrate", "destroy" the vehicle (i tested it a time ago and worked).
So i will put all my skills in this project, and even if i take 2 years or more to create this game, i will do it to show what FPSC is capable of (god willing)...
Cheers,
007.
Goldenye 007 N64