The main problems with editing scripts are the following:
1. Until a recent patch, scripts that overrode vanilla scripts would work as loose files, but would not take effect when packaged into a BSA, so it wouldn't work on the Steam Workshop. This no longer applies.
2. Edits to scripts are now saved to the source file, so if you change a script for one mod, and want to make a DIFFERENT change for another mod, you have to keep backups of the source file in question.
3. MAJOR problem is how scripts are handled by saved games. some details are here:
http://www.creationkit.com/Save_File_Notes_(Papyrus)
The main problem is that elements of scripts are saved. Objects remember which script was attached to them, so if you create a new script and change the object to use it, any objects that the player has already encountered would still be using the vanilla script. When your mod is deactivated, objects that were using the new script will stop working entirely (because they were saved as using the new script, and the new script no longer exists). This particular problem is actually less of a problem if you edit vanilla scripts rather than making new ones, but there are other issues.
For example, the last function that was running will continue to run until it finishes, if you create new aliases on a quest they will not be filled, properties have problems as well, I think ...
It's generally quite annoying trying to modify existing scripts at all.
And when your script is removed, traces of it remain, for example if you registered for OnUpdate() events, they continue to be sent to it even if isn't using them anymore.
In fact, I believe someone has already attempted modding the vampire stuff, and encountered some serious problems ...
Also, one thing from a modder - if you edit vanilla scripts and upload them as loose files to the Nexus, can you please have the source code separate? Or in a custom folder? So that it doesn't overwrite my own source files when I install the mod
