(the following are entirely undirected musings on using your technology for my game engine, mostly in case anyone finds them interesting or has something to suggest that I haven't thought of since I'm new at this)
At least for my use case C, Zig, Rust, and even probably Nim are out of the question because I'm not just using scripting for sandboxing capabilities and such, I'm also using it because I want people to be able to program games and write mods in a high-level language, so using a systems programming language as my scripting language kind of feels like it defeats part of the purpose and I might as well just use dynamic linking with a C ABI or something crazy like that (I'm new to this so excuse me if that's nonsense lol). JavaScript and Kotlin are intriguing though, because they aren't systems programming languages, so I'll have to think long and hard about those;
I've been considering C# for scripting lately (because I like it well enough, it's widespread, and known in the gaming world) and I wonder if you can get natively aot compiled Kotlin to work, if you could get natively aot compiled C# to work too... there would probably be similar complications due to the large and complex runtime, but I know you can strip it down so I wonder how that might play in. I also wonder what the performance would be like compared to just hosting the dotnet runtime, which is what I was intending to do before I saw your post. Maybe at some point I should set up a benchmark to compare! Although I have to say the pre-compilation thing is a bit of a deal-breaker for me, since I really want people to be able to put plain text things directly in the game folder and see those changes in the engine without having to do any kind of build process, which is something that is achievable with the regular dotnet runtime using a precompiled assembly bootstraps the rest of the sctipts using dynamic assembly compilation and loading to collect everything else in the script directory.