That's a nice idea to map the string names to specific events. But it would be a pain for a large scale project. My hope was to enable to use this level editor for my entire game's development and all level designs.
Regarding the Minify Script tickbox. I think the issue is that minifying the script will happen after this optimisation step anyway and therefore the source map that is generated will simply give info I already have.
Ultimately, I think I will keep my plugin the way it is for the preview process but I will also implement another form of translation of my external level editor's content which will be a non-runtime process. e.g. I will write a script to translate my existing level editor content into Construct's own XML format for layout data. This way I have a "correct" way of translating my level data to Construct's and I still have a quick preview system while developing.
Assuming Ashley's reading this thread, my request for Construct itself would be:
a) Make the export process more configurable. It would be great to have things like "per project configurable export paths" and more options for the level of optimisation (like in this thread, an option to keep a mapping object for object type names and property names would be great).
b) Make the Construct 2 level editor "watch" for changes to XML project files. So if I write a script which creates new layout files in a project directory, I shouldn't have to re-open the entire project to view or even preview my work.