I'd also say that most scripts past a certain level of complexity will have nuances that will be slightly different based on the scripter. For example, I can tell the difference between your fast walk floor and my own because of collision differences when interacting with walls, also because of how items move around along with the player due to the use of convenyors. Similarly with Mero's pit script there's certain quirks that make it easily identifiable. Everybody brings their own unique flavor even when creating the same things.
Script nuance is certainly a thing; you can even tell my older scripts from my newer ones, because how I script has evolved greatly over time. For instance, my OLD ice physics (now replaced by a new one) was not that good, mainly in the collision; I do believe you could JUST SLIGHTLY clip into walls. Now, my new one will have a hint of Moosh in it; because I used LinkMovement.zh for my collision checks (PushNoEdge() specifically)
Some database scripts are certainly undesirable but that varies based on quality and implementation. I loved Slipstream which used mostly database scripts. It also uses an older script of mine that I'm not very proud of, so I somewhat lament that that made it in. But I'd never hold it against RedTribeLink. He did his very best with the tools he was given. It can also be hard to pick which database scripts are best for your project, and I think a lot of people just look to other successful quests first. This does create a sort of feedback loop where some flawed scripts get reused over and over because at one point they were the only option. I'd really encourage questmakers who use database scripts to rate and review the scripts they used more. And if a script gives you a bad experience either in the setup or execution, don't hesitate to make it known.
ALWAYS make it known if you have issues with a script. If someone puts a comment or review on one of my scripts saying it had issues (Or perhaps DMs me / pings me on discord) generally fixing whatever issue jumps to the top of my scripting to-do list, as I pride myself on having scripts that WORK. So, in that case, you may have just found a particular bug I missed, and I can quickly patch it and upload the fix for EVERYONE to have.
If you never tell anyone about the issues, nothing can be done about them. Even if they AREN'T going to be fixed (i.e. inactive user), leaving a low review (with description of what issues you had) will deter others from falling into the same issues; and perhaps indicate to other people that another (better) script that does THAT THING whatever it may be that was SUPPOSED to happen, and someone else may make another one for the database.
As far as script requests go, I can only speak for myself, but I try to write a little bit of something for everybody, whenever I can. I won't become a dedicated scripter for just any project, but as long as you haven't been vilified by the questmaking community (plagiarism, rampant shitposting, unforgivable acts, ect) I'd write a script for you. I've written scripts for people I don't like at all in the past because I still respect their questmaking ability. I haven't written many scripts for quests I haven't liked, but I also tend to look at just the script in isolation. So long as I'm not opposed to the core concept, how it's used is none of my business. So in my case, I'd absolutely write a script for Insanity Unchained...y'know, if it wasn't already released. I sure hope you didn't just learn scripting on your own because you assumed nobody would ever do it for you. If you ever start a LoH3 and there's a script you need, feel free to give me a call.
Personally, I'll do easy requests, and requests that peak my interest. A lot of simple script requests I can knock out in like 5 minutes; more complex stuff I'll make the time for if it interests me enough (See again my Wind Waker Stealth script, made for Sans)
And sandwiched in between the more important points, you're absolutely right about the difficulty of setting up scripts. I can't blame some people for giving up because I was there too. A quest can still be great without scripts, if you're willing to put in the work to excel in other places.
This has already been mentioned multiple times, and I wholeheartedly agree. As for things being difficult, they will get easier with 2.55; instead of item scripts needing, say, a constant modified and a global script merged, or an item script set up and a global script merged, item scripts can now simply run for multiple frames directly from the item, meaning all you need to do is attach it in the item editor. Passive item scripts also exist, allowing an item to run a script as long as you hold it, which prior would have needed to be part of your merged global. As for things being doable without scripts, again, totally possible, it comes down to having good ideas and executing on them. Rehashing the same old ideas and standards of Z1 repeatedly will bore people quickly, as that quickly becomes a list of Z1 clones.