1. The first one I ran into is the MapScript.galaxy file size limit. Apparently, if the uncompressed MapScript.galaxy is over 2 MiB, then the map will not load its triggers. I don't think it even gives an error in-game. I solved this one by having a program written that squishes the file down as much as possible by deleting spaces, tabs, comments, line breaks, renaming variables and functions, etc.
2. Then a while later, I ran into a different one, which is apparently the compiled script or the script + global variables. The MapScript.galaxy is under 1 MiB at this point, and my entire script is as optimized as I can reasonably expect to make it, with every global variable using the smallest index sizes possible. However, at the start of the game, I get the Script Failed to Load: Size too Large error (paraphrased because I don't remember the exact words).
There is no way for me to further optimize Mafia, as I've already run into and solved the previous limit and have nothing left to trim down in terms of script size. At this point, development has to cease because there is nothing I can do; the script limit is reached.
This limit severely harms the chances of good premium maps or custom maps in general, since if even Mafia reaches the limit, who knows how many projects will be killed by this issue.
So I ask Blizzard: Will you raise this script limit?