I feel like the methods and object orientated section of torquescript is the most practical for add-on making. There's only like 5-6 methods that i use frequently and with that i'm able to make 90% of my add-ons functional. Simple stuff like onDamage or onCollision really give you so much room to make awesome add-ons
vector math is probably the ugliest part of torquescript and I still don't fully understand how it works, which is sad because it's also very important
its "the most practical" if all you want to make is guns/generic items. im sure people want to make things like my prop tool, not just items, and that takes a lot more code than just a few functions.
vector math is tough in general and is /not/ limited to torquescript lol. ts provides convenient vector manipulation functions as well so its not like it's particularly difficult to use in ts
Creating vectors isn't much of an issue. It's mostly rotating objects relative to vectors and figuring other stuff out. Most of the euler and axis stuff is difficult to me.
look up euler angles and axis angles and see if you can figure out how ports brick tool does it (aka understand each step in the math). if you can understand that, you're already doing pretty well. theres multiple ways to do it, and each way has its pros and cons.
if you make a modeling tutorial make sure you strongly discourage all this 1x scale realistic weaponry bullstuff
it will cover scaling to players, including noting the player body proportions. as a good rule of thumb, scale the gun to the head, relative to how the gun is scaled to irl heads. this results in slightly oversized but appropriate-looking guns, oversize due to how the blockhead head takes up 1/3 of the body compared to irl only 1/8 - 1/10