I agree, I think more options are better, I suppose I could include a tag that would add all of them, I don't think it would be that much more work.
Unfortunately my old help readme is out of date. The new system uses the onLoad.init, so what you need to do is put these in your onLoad.init in the raws folder.
for reactions
modtools/reaction-trigger -reactionName NAME_OF_REACTION -command [ insert command information here ]
for interactions
modtools/interaction-trigger -onAttackStr CDI:VERB_GOES_HERE -command [ insert command information here ]
So for the create item script
modtools/interaction-trigger -onAttackStr "summons a steel sword" -command [ item/create -unit \\ATTACKER_ID -item WEAPON:ITEM_WEAPON_SWORD -mat STEEL -inventory ]
Would go with an interaction that has the [CDI:VERB:summons a steel sword:whatever you want:whatever you want]
EDIT: I do plan on creating another readme with up to date information, but alas it is still low on my to-do list.
Yeah, if you have the opportunity to add functionality that might be requested at a later date without tons of extra work, I think it will be worth it.

Thank you! I think the spells I've set up should work now.

I realize that you're most probably a busy person, but if you have the time, it'd be greatly appreciated if you could lend a hand understanding how to use the wrapper script with the new init files. Obviously not all of it, seeing as it all seems quite complicated, but if you could post an example that uses the wrapper to launch 2 scripts at the same time, that would be awesome. Just so that I can see what the syntax is like, pretty much.

At any rate, I really want to say "Thank you". These scripts seem really amazing, and I'm really looking forward to learning how to use them all!

Edit: How come it's item/create when the script is called createitem.lua? Stuff like this confuses me O_o