So it seems to me that your real concern on the new MZ plugin command is that it makes you hard or even impossible to use it fast enough thus disrupting your otherwise very fluent and smooth workflow, as you mentioned that you can use the MZ counterpart within 1 second and you really don't want to be bogged down by that.
Assuming that the following possible alternatives won't be an option(or that they're possibly not acceptable by you):
1. Script calls whose function names look like plugin commands(it needs the MZ plugin developers to make these work) -
JavaScript:
function pluginXActorPluginCmdY(actorId, cmdArg1, cmdArg2, cmdArg3, cmdArgN) {
$gameActors.actor(actorId).pluginXScriptCallY(cmdArg1, cmdArg2, cmdArg3, cmdArgN);
} // Plugin command names can have collisions in MV too even though it's less likely and less severe
function pluginCmdZ(actorId, cmdArg1, cmdArg2, cmdArg3, cmdArgN) {
$gameActors.actor(actorId).pluginXScriptCallZ(cmdArg1, cmdArg2, cmdArg3, cmdArgN);
} // This risks name collisions but is even more intuitive and easy to call
Using scripts calls instead would work, but as you point out, it comes with a slew of additional stuff to do which is inconvenient for experienced users and downright hostile to beginners, because plugin commands are simple (command, arguments) wheras with script calls, you need to also watch the syntax.
2. Further upgraded plugin command with plugin/plugin command name search/type(you said it's unlikely)
2 Would be an acceptable solution. Ideally, next to the browser list, you have an input field where you can write a part of the plugin name and it immediately displays a short list of the results or the plugin directly, if only 1 result comes up.
That way, you have both the easier functionality and a smooth and quickly usable interface.
3. Further upgraded plugin command with a text equvalent(just like MV 1.5.0+ plugin manager parameter value raw text counterparts as the inputted MZ plugin command in the editor should be converted to data consumed by codes anyway so MZ plugin command should be able to let users handwrite something like a JSON or JavaScript object as well as using the more friendly version)
Having a text box at the top or bottom of the plugin command screen that, if filled, will ignore any and all other settings and execute direct plugin command would also solve it, yes.
4. Script call wrappers made by yourselves being more intuitive and easy to call functions(do it once per script call now and use each of them faster many times later even though it can still suck at first)
Not sure what you mean with that exactly, but it sounds pretty much like no1, except that you simplify the function name even further, e.g.
command(args);
->
morph(target, size);
->
morph(Actor1, 200)
or
$morph(Actor1, 200)
Doable, but it ends up with similar problems. You have loose commands floating around.
It does what a Plugin command would do, just slightly more complex and less forgiving, due to syntax sensitivity.
5. The existence of the MV plugin command counterpart in MZ(it's assumed to be not the case for now)
So far, everything indicates it won't be in, but if it were, my point about it missing would obviously be void.
I'd wonder whether you'd consider making a new MZ plugin command once in a separate common event just for that(that common event's named to be the plugin command), then whenever you want to use that plugin command, you call that common event instead(which can be done within 1 second), thus preserving your fluent and smooth workflow.
Of course it won't work if you're using tons of plugin commands that way(now the common events will be bloated and you'll have to scroll through a long list of common events assuming that it's no grouping mechanism like what the MV counterpart could have) or the same plugin commands with tons of different argument values that way(I wonder whether the MZ plugin command supports passing game switch/variable values as arguments, if it does then the issue can be mitigated somewhat by dedicating some variables/switches named as the argument names).
But the big picture would become that you're using tons of different plugin commands and/or the same plugin commands with tons of different arguments in MV, most done very quickly(as fast as 1 second in your case), meaning that you're really very familiar with possibly many plugin commands all at once while still being able to focus on your workflow at the same time, thus implying that your memory is really excellent, which is definitely a very, very good thing as it does let you keep your workflow very fluent and smooth for a very long time
So if MZ does have removed your beloved MV plugin command counterpart, what workaround would you use if you're to use MZ? Right now the above is all I can think of
P.S.: As it seems to me that you do know how plugin command works in details for MV(including the fact that it can have name collisions just like script calls), I'll assume that you're a plugin developer, so I'd also wonder what workarounds you'd use when developing a MZ plugin
I honestly would run away from common events as stand ins as far as I possibly can.
They're an organizational nightmare.
One of the big things I'm currently doing is writing plugins to replace things I previously handled as common events, because at 250+ common events, the list becomes nightmarishly long and every time I create a new type of commands, I need to guess how many slots I'll need for common events, because when I run out of space, I have to put those common events somewhere else.
Going through a long list of common events that no longer are sorted by their functionality (weather effects, day & night systems, Attribute changes, drunkenness mechanics, quest popups, party join/leave messages, clothing systems, etc.) because you didn't leave enough empty slots is incredibly frustrating. And you can't just simply sort them anew, because the common events are called by ID, not any other identifier, so you'd break all usage of the common events across the game if you change their ID location.
A much more likely replacement would be to simply say:
Shuck it all, I'm making a Plugin Command Plugin.
"_Plugin Command"
(Dash to have it listed in the first slot of the list)
It has only one command, which is "command".
It has only 1 entry field as parameter:
"Plugin Command:"
And then you simply have that command parse the input to the js as if everything had been selected as options & parameters & commands.
It requires 3 more clicks on lists & clicks on the first entry than previously, but it would get you the same thing as the old Plugin Command.
More tedious, a downgrade, but the functionality is preserved and you're almost as fast as you used to be.
But then it gets into the whole: who will use it, can you expect authors to use it, who manages it in case an update is required, etc.
It'd just be so much simpler to have it as option 3 or 5, with option 2 being not just an acceptable compromise, but just vastly improved functionality of the new plugin command for everyone.
So yeah, my workaround would probably be a Plugin that allows you to enter a plugin command that is tricked into being first in any list.
