Well a script generator, as far as generating full scripts, probably not; however, automated programs are possible, although they typically involve encoding a design pattern in a terser form in which a program interprets and transforms into another form, in this case, a script.
First decide what types of scripts you'll automate, and then decide which people will use. Once you know what people want, in a manner that is favored through automation, then you will have something to work with.
Examples of where automation works:
Lexer Generator
Parser Generator
User Interface serialization/deserialization (through transforming the objects into code and interpreting the code to reconstitute the UI elements).
Click-based event systems (use a data model to define the various kinds of events like RMXP does, and as opposed to interpreting the event model, you could expand it into its full script form).
Things that don't really play well with automation:
Battle System generation - Lots of variables, likely to miss something and will ultimately limit the resulted product by the shortcomings of your original thought process. There's no way to encode 'every possible kind of CBS'.
Rendering Effects - While these can be ordered and formalized individually where the final output would be an in-order version of the actual computations (granted depending on whether you unify the computations into one shot or literally handle each separately determines the complexity of this) - it's difficult to handle every possible kind of scenario.
From what I can tell of the screen shots, the stuff you're encoding is mostly trivialities. Perhaps if you were to encode a certain kind of design pattern into the system, have a database system where they could store a large repository of scripts and load the ones they needed for a given game (perhaps integrate it with a server, so they can avoid 'find script x on forum y' hell). Give it context awareness so that when they're typing in the editor you're providing, it gives them an idea of the object hierarchy, variables, and other factors important to a game. In order to make a utility useful to the target audience, you have to meet and likely surpass what RMXP gives them already.