Explain why it is so bad, or noone will care.
This Add-On basically uses a method of vehicle detection that Trigun used previously in an Add-On that was also failed. It involves running a function on a schedule, several times a second that searches around every vehicle in the server to see if any bricks are near. There's not even a guarantee that the vehicle is actually colliding with the brick because of the way this check works. This check is based on the bounding box of the vehicle, which is almost never the same size as the vehicle's collision mesh. So, not only do you have a persistent schedule running the entire time the server is alive, you also have a detection method that isn't accurate. The only way to get an accurate, efficient onVehicleTouch event is to have Badspot expose the engine's vehicle collision functionality (onCollision, etc) to TorqueScript. You're just going to have to wait for him to add this functionality, because I'm going to fail any Add-On that offers an TorqueScript-based onVehicleTouch event.