The 'standard floating platform script' doesn't work at all for me which is why I wrote my own version. What is missing in GG for things like this is proper player physics, i.e. entities can have friction set but how do I set the player friction?
The simple fact that I have to turn off collisions before setting an entities position then turn them back on tells me something isn't quite right, I think I recall Lee saying that he had things the wrong way around and that he has fixed it for the next version (i.e. Lua first then Physics) so maybe things will work right in the next Beta.
Lua commands should override all other considerations in the engine otherwise they are indeterministic, hopefully one day all aspects of the engines behaviour will be scriptable and then requests like this will be simple to answer.
Maybe what we need is to be able to specify within the script where it should be executed in the game loop, i.e. scripts that effect the rendering of 3d objects need to be executed prior to the rendering part of the pipeline whereas scripts effecting physics need to be executed prior to the physics engine part of the pipeline. We could even, gasp, have Lua scripts controlling the lighting portion of the pipeline and even the post processing portion, for example which shaders to apply!
In a similar vein call-backs from the physics part could be available to Lua scripts tagged to run after the physics processing has completed so that custom collision detection could be catered for. The bullet engine provides call-backs to give a list of entities that will interact within the next cycle, if these were available to Lua scripts as a list .....
Been there, done that, got all the T-Shirts!