It didn't take long after release that every crash in the game was because of that damn "Nebula3 Engine!?!!1", even though almost none of those crashes happened down in the engine code, but somewhere up in the game logic :)
In any case, opening up a game for modding means the game needs to be prepared for a flood of poorly written and optimized mods, no matter whether the mods are scripted via a scripting language like Lua, compiled to WASM or native code. At least (unlike directly loading native DLLs), WASM gives you all the tools to catch errors without crashing the entire game process. The tricky part is to design the plugin runtime system in a way that such errors are easily recoverable without having to restart the whole flight-sim session.