Not sure about the scripting thing. If support for that was added then it would probably need to be pre-generated envmaps rather than a game-generated one. That would also make it much easier to not only script but also code in first place. It is something that's needed though, I was thinking the same thing last week while playing WCS and commenting to myself how ugly it looks to see the nebula reflected on my ship while I'm
inside another ship. Ugly stuff.

The problem with that is it needs to be real-time, like the envmap that a subspace mission uses. That is re-generated every frame, but if you were to include ships in that, it would be extremely slow in comparison to how long it takes to generate now. It's probably something that I'll play with for 3.7 regardless though, since I'm working on speeding up the model render code anyway. And it would be really neat to have near-real-time reflections of the full environment.
As far as including a model with envmap generation, already planned. It is mainly for terrain missions (primarily for SoL) that I'm adding support for it. It wouldn't require a terrain mission, but just have a mission flag for each object which says that the object needs to be rendered to the scene that is captured for the envmap. This could be one object, or numerous objects. The only thing would be that it needs to render objects which are stationary thoughout the mission, not going through a tunnel or anything like that, and not too far away (if it's going to go through the trouble of rendering a model then it needs to actually be seen in the envmap). The game itself wouldn't catch stuff like that (except for the too-far-away case), so it's up to the mission designer to get right. Getting that wrong wouldn't hurt anything, but the envmap would look rather strange.