Hello, I have some issues with your point of view, I will try to make constructive arguments.
I use a lots of task sequences for my script, these parts of script are probably thousand lines.
- Tracking this from all clients are not possible because tasks are generated from ONE player specific actions
- Complex script will cause many server event, and imply syncing SCRIPT_TASK_STATUS, our “own task status”, and other data (eg: the goto task, is it the goto point B ? point C ? and what is the point C vector3 ? My local timer elapsed, go back to point A…)
- If the current tracker disconnect ? So yes, every client shoud track the network ID, having the same state of the script. Every clients has to execute complex code that doesn’t concern them directly (see my example below)
- Synchronized scenes* are not working for other players (only for the owner) (I want, at least, my player** see it and not an other) (*with non player entities, ** see my two example to understand)
2 examples of my use case:
A player can rob a shop by aiming the ped, it start handsup animation, facials anims, voices lines and start the synchronized scene when he is closer. The synchronized scene contains the animation for the ped, creation of a bag, the till animation, etc…
The synchronized scene can speed up (if the player shoot) or slow down if the player is not aiming.
The synchronized scene can stop and the ped can shoot the player (if the player stop looking at the ped)
Once the synchronized scene is finished, the player can aim another till, in this case, the ped will walk in front of this till, and starting back the synchronized scene, etc…
There is a UI that show the global progression based on the synchronized scene progression and remaining tills (using progress bar), the amount of tills remaining, and the current money robbed (based on pickups collected).
Once the robbery is finished, the ped flee away and from now, this is sync with the server because I have to send back the ped in the shop, track the death, resuscitation from players (again, CPR synchronized scene, and task sequence to send back the ped in the shop).
I have 60 stores that use this system, shopkeepers are created when a player enter in the shop, and removed when he goes far away (and the ped is not dead and not playing the flee task)
This system use only 2, 3 client/server event, no while true for ever, …
Based on this use case, tracking all ped tasks whould be very complex.
My second use case:
When a player die, 1 ambulance, 1 driver and 1 passenger peds are created (at the nearest hospital based on player position), if the hospital is too far away, this is an medic helicoper (which imply different tasks, as flying and landing).
The driver drives, the passenger wait for the vehicle stop and near the player, and the player spec the vehicle to track the progression visually (the driver drive faster if the dead player had wait for a long time).
The player track the driver progression and start other tasks based on that. When the driver is near the player, the passenger leave the car, go to the player, start the CPR synchronized scene.
It looks simple but implies a lot of check and tasks.
These two examples looks great, and are deliberately “serverless” because it concern only one client I would love to keep it simple as it is (because it is already complex to manager it from one client)
(They have been designed in 2018 (before OneSync), and my server is still in dev btw…)
So, why don’t I use local entities ? For my second example, I could but I want the other players to see the ambulance and the CPR (and not a player magically wakes up). For the first, I can’t because I have juste detailed my “serverless” part (tasks, animations,…) but there is a real non “serverless” part.
Please consider devs that doesn’t use ESX and doesn’t do basic stuff 
Maybe a OneSync CFX native to disable migration ? Migrate it only when the owner disconnect, making the “migration-aware” process much more simple. In my two example, if a client disconnect, I would juste remove these entities (2nd example) or clearing the task (1st example)
You have probably noticed that English is not my main language, but I hope you understood everything