That's exactly what I was hoping to hearI'm familiar with Bison, I was just saying that you shouldn't be thrown off by: "save it for post 1.0". If you want to do it, go ahead.
The guys from silverlock who created OBSE already decoded many classes, greatly reducing the workload. However, there are still many unknown members inside the classes and structs/ classes of rendering/ physics components are completely untouched yet.What about OBSE?
I think that TES4 implementation somehow should be support it. There are a bunch of mods (~1000 on Nexus) using this script extender.
That being said, it would be possible to include OBSE right from the beginning, OBSE is catching Oblivions native scripting functions by function hooking. In this case, all the functions, including those non present in vanilla Oblivion, would be part of the games interpreter. OBSE can't be simply copied over though, due to the differences in the internal working of the engine.