Sorry I have not uploaded my new scripts and example interactions. Been busy trying to conduct a large office move and haven't had any time for DF. Luckily I will be doing a lot of flying soon and I won't be able to access internet, so it will be a perfect time to finalize some DF stuff before I release it. Hopefully some time next week I will have a group of fully updated scripts, and a bunch of interactions that use them as examples (currently making class based interactions for the various races in my mod, i.e. Orc Warlord, Drow Priest, Human Paladin, etc...)
One script that I just finished that I am enjoying is my upgradeBuilding script. It allows you to change one building into another, and so to change your reactions available. Currently I am using it for my golem workshop, it starts out being able to create Lesser Golems, then after upgrading the workshop (to a building that your Dwarfs can't naturally build) you can make normal Golems, then after another upgrade you can make Greater Golems. This allows for multiple tiers of reactions, within a single building. The only caveat is that the buildings must be the same size. It's possible that I might allow for different size buildings in the future, but for now, it is just much easier to handle same size buildings.
Another script that I am currently toying with is the ability to upgrade items. This will take an item and turn it into an upgraded version (with the same quality and material). Currently this is possible using just vanilla reactions, but the quality factor is re-rolled, and so it doesn't really make sense for mass use. The goal will be to use very basic reactions that will allow upgrading while tracking quality. Similarly, it may be possible to create a reaction that doesn't upgrade an item, but instead just raises its quality. (It is very possible, the question is can it be made suitably generic so that a different reaction doesn't need to be made for each type of item).
I am, of course, always accepting new ideas for scripts. I have become quite fond of finding ways to use DFHack to manipulate DF and produce varying different results. Especially ones that can be used to further the interactions system. (I recently had an idea to add a Geomancer class, that, depending on the tile the unit was one, a different reaction happened, i.e. the Geomancer is standing on a sand tile so he casts sand storm, another Geomancer is standing on a silver vein so he casts silver spike, or the Geomancer is standing on granite so they cast granite boulder. So many different things can be done!)