In general one should not expect others to implement script functions for them unless those appear extremely useful or some of the coders is really bored (that is rarely the case, as there is still a bit of a lack in that regards). On the other side script funtions are normally quiet rudimental, so implementing them isn't too hard once you understood how the whole setup works. In most cases you can copy what is already there and alter it to fit your needs.
Furthermore trying to find a workaround within the limitations of the current systems also has its benefits, as one can learn quiet a lot about scripting and other systems as well as the engine in general. Informations that can only prove useful on the long hand (there is a reason I have turned into a jack of all trades over the years - I am always looking for workarounds ).
@MirceaKitsune: Even though there are no script events implemented exactly for your needs, there are workarounds.
Reading the lightgem value via the gui is, as stated earlier on, possible. It's not the most direct way but, hey, it works.
Modifying the breath is what the breath potion is doing, and yeah, iirc it utilizes the heal function (which is not obscure imho, regenerating health or breath is almost the same, so it makes sense both can be achieved via the same function)
Disallowing players to run can be achieved via immobilization (think of player carrying bodies). Crouch would need more investigation, but it may be possible to utilize the animation system for that (if there is no immoblization for that either)
Changing the player/ai footsteps volume is probably achievable via modifying the specific sound shaders combined with altering the ai's sensivity to propagated sounds. I thought about that in the past (player is harder to hear in loud environments), but never really implemented it.
It appears to me that you are a bit too focused on the script events, expecting that there is one for every single (often very specific task). Try to think more outside of the box. There are guis, materials, shaders,objective system and Stim/Response to your disposal (and maybe something I have forgotten), and all of them can interact with each other.