Quote: "It is? It always thought that scripting was using an engines predefined commands (as in UDK's Kismet or FPSC's FPI) where as coding would be working on the engine behind these commands."
No. They are the same. What you are trying to get at is coding one's own custom game commands. That would be a lower level of coding. Leadwerks does support that through a C++ API and FPSC-R doesn't. Though you don't need to code at that level and will still have far more capabilities in Lua with Leadwerks than FPSC-R in its present form.
Quote: "I'd be surprised if Leadwerks where as easy to use now as FPSCR."
I wouldn't since the Leadwerks engine not only has a much more feature complete engine, but gives you more access to that engine through Lua. Where FPSC-R shines is in the automation of some basic gameplay elements. But once you try to go beyond that then you are handcuffed with limitations to both the engine and the scripting functionality. In the end, you are more likely to be able to complete a full-featured game in Leadwerks than FPSC-R at this point.
So, you might be able to do something really quick and easy with FPSC-R up front, but when you get down to the details of the actual game then you won't be able to do much more without some serious coding (i.e. scripting) and a lot of work arounds. In Leadwerks you may have a bit steeper learning curve, but once you get going you'll be able to do just about anything you want. And naturally you'll have a steeper learning curve with anything that has more features and capabilities.
Am I advocating or advertising for Leadwerks. Nope. Not at all. I don't even own it. But those are the facts.
System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071