Well I was thinking of doing things more visually, where it would compile a DLL based off of the items on the map (as well as extra map 'objects' like starting locations, combat vehicle spawn points, etc).
However with Eddy's AI scripter, I don't know if I'm going to implement AI code (most likely not). Perhaps Eddy and I could work a deal, where you write AI routines in the scripter, where the code is then compiled into the code that the mapper generates.
Or vice versa, the mapper could generate code that the scripter can use.
So in effect, the mapper is used to do basics like unit placement and such, and the scripter would be used to write more advanced AI routines as well as triggers. (There will likely be little or no trigger support directly from the mapper, apart from disasters, basic victory conditions and such).