I'm shying away from trying to catch scripts in the code itself. The issue is, you just can't catch them fast enough. And you're using up performance. Also, scripts run in the scheduler so they can end up running slowly with unpredictable results especially when in a loop. Checking constantly for something is a huge drain on the system.
I see that approach like DRM, you end up affecting legitimate players and not really getting those who are getting around it, so why bother?
The issue needs to be dealt with at an engine level, so that it runs correctly and in line with how the application was programmed. Otherwise, I write some clumsy shitty script monitor to check, use up some of the frame checking, degrade the players performance, and very quickly a new way to get around that can be found.
As I said in my first post, this is not a battle I can win. Only by altering the anti-cheat and engine mechanisms can anything be realistically done. Well, from what I can tell anyway.