How did you actually do it Wanderer? Can you tell me which commit? Cause I was thinking of deprecating the SEXP Variable packet and making the SEXP packet carry that info as it can do so much more efficiently (Every change results in a new SEXP Variable packet while the SEXP packet can package and send at least 12 variables per packet.
If you've simply made scripting pass changes by having the FREDder use the modify-variable SEXP and setting it with the value of the script-eval SEXP then there is no issue. If however you're calling send_variable_update_packet() directly from the lua code I obviously won't be able to remove the packet. It's not a huge issue. Either way is should be able to make the changes I want to make. I'd just like to know which way round you did it so I don't tread on your toes.
There is already a rudimentary MP support.. It is untested though but it should work. That is in wanderer branch when MP master saves a something into a networked SEXP variable it will be broadcast to rest of the players to that specific variable. As that branch also allows for the scripting to ID which type of machine its running on (MP client/master/server/standalone) that method can be used to transmit data over the network.
I think you'd need a couple of changes to the SEXP Variable packet before you could use it to allow clients to update the server using it. For a start you'll need to turn off the bit of the code that simply makes it return whenever it's not on the multiplayer_master.
If you want to do this though the changes should be relatively simple. You may also need to add another variable flag to determine whether a client is able to set a network variable as you'll probably want some changes to only go from server to clients. Having to set a flag to allow this may be a necessary level of protection. Again, the changes required wouldn't take long (probably twice as long in FRED as everywhere else in fact).