Fair enough. Just wondering then, what would the performance implications of creating many separate Lua states be? The main thing I plan to use this for is creating scripted cutscenes/dialogue sequences (I.E. something that I really needed coroutines for). I'm used to working with MoonSharp, so I usually encapsulate loaded scripts into their own tables so I can define variables local to the script outside the main function that executes as a coroutine. (That's just the way I'm used to doing it for the huge JRPG I'm making though, this game is a lot simpler. I'd still like control)
For this case, my next option would be to try just spinning a separate state up for each loaded script. I don't have a lot of global state that I'd need to pass between scripts. I'd just like to know how "heavy" a lua state is in this instance, and how much performance one of them would take up.