Thanks! I honestly haven't developed much of Mesh in Mesh, because it's still early in the 'bootstrap cycle' and due to the parse delay issue mentioned above. It's also not nearly as robust to errors as it should be - text editors and traditional spreadsheets allow the user to 'sketch' ideas as discussed by Aaron Hsu [1].
I'd like to stick to a grid for writing 'functional core' logic, but there's potential to use a node interface at the surface of the 'imperative shell', to link up sheets or data feeds (push/pull). I was really impressed by Nodes [2] and I need to spend some time digging into Node-RED [3].
Aside from the SQL support you mentioned wanting to add, and the various todo-items, are you planning on going beyond the spreadsheet concept? For example with some type of node-based interface, like Unreal Engine 4 Blueprints [1], or like the materials editor in Blender [2]? I realize that might be a vague question, heh.
[1]: https://docs.unrealengine.com/en-US/Engine/Blueprints/index....
[2]: https://docs.blender.org/manual/en/latest/editors/shader_edi...