Well, the first and foremost goal
is to make it easier to write mods using Ruby than not. So if I don't accomplish that, then I don't have much of anything. But I think it will be the case (and even _is_ the case, for the simple mods it can already generate) for the following reasons:
(1) Don't need to worry about files or directories:
WW mods require a lot of files in a lot of directories. Writing the mods in Ruby frees you from having to remember how many, and what they are. You just create the contents, and the when the mod is generated it automatically puts the right files in the right places.
This is even better if the directory structure changes--the DSL author [me]changes where files are put, and the mod authors simply regenerate their mod, without changing anything. Same with if the file structures change.
(2) Freedom from unreadable files:
WW ini files aren't very readable, usually using a string of numbers to represent some structure. Using Ruby, you name parts of the structure like

ze => [128, 256] for an image that is 128 pixels by 256 pixels. So you don't need to remember what order they're supposed to go in, that's all handled by the DSL.
Plus, when there are numbers which just represent something, like a weapon turret being above/below/none, then just say

ret =>

ow, instead of having to remember that below = -1
Also, variable names free you from the "FLT4 00122", allowing you to say things like fleet << fighter * 2 << cruiser << battleship * 2 to add ships to a fleet. What is SHP0? Who cares! It's handled for you!
(3) Flexibility:
You can specify things in different places. For instance, you can specify a ship instance with the ship hull, or with the race that owns it. WHen specifying a weapon arc, you can specify min range & max range, center & sweep, or fixed angle (can = will be able to). Whatever makes the most sense at the time.
(4) Comments:
Although this point seems minor, it's really not. Want someone else to understand your mod? Leave comments about what you're doing at any point by putting in a hash ('#'); the rest of the line is a comment.
***
So even those 4, I think, are pretty convincing. I can probably come up with more if I need to, but that should be a start.
Plus, and this is important--to create a mod in Ruby, you _don't_need_to_know_much_of_Ruby_! Mod writing only uses the most basic syntax.
As for extra documentation, or getting Digital Eel staff on board (Fingers, or Ripcord O'Reilly), that would be excellent. I'm hoping that if I write enough, they'll see the wisdom of my plan ;-) And even more so, if they see the value of including a scripting language (ANY scripting langauge!) into Infinite Space 3, I would be happy.
I'm hoping that I'm not the only Weird Worlds Rubyist, but even more so, I hope that Weird Worlds modders who don't know Ruby are still interested enough to check this out. It's here to make your life easier, I promise!
McPhage