The point I was trying to make is that software being used on spacecraft is most likely going to be in machine code and not interpreted on the fly. In which case the program has been compiled, probably with efforts to optimise and reduce the size of the resulting binary. Due to this it is not realistic to have a byte limit on the source code, but rather it should be a byte limit on the machine code. You would only need the most very basic of parsers to achieve a simulation of this compared to just counting the byte size of the source file. Compared to what other mods are computing performance wise, there should be absolutely no reason why kOS should be technically limited regarding speed or RAM usage. At 100k or even 10MB (which is a ridiculous number of programs) it is extremely unlikely to be the mod responsible for ksp hitting the dreaded 3.5GB limit. That is more attributed to textures / models which take up far more space. Concerning performance, well kOS only runs 5 clock cycles a second which even if you considered an overhead of 100,000 actual cpu cycles to compute that one simulated cycle (a generous amount) then even on the very slowest of computers its only using 0.01% of the cpu. So in other words, any limitations on kOS are pretty much by design and not due to any feasible technical limitation on computing power / memory.