Oh yeah. Now that I'm more awake....

I'm writing this in the present tense for a future version.
This part is probably already known to everyone, so I'm writing this just to make sure we're all on the same page. Game state is two pieces of information. It's "game" (heh), which is the simulator itself, game rules, and how all of that goes together. It starts after you connect to a server (or start a local game) and ends when you leave the server (or the local game). "State" is itself two things. It's a single frame in the simulation, which contains a snapshot of everything in the game. It's also things that change during the game, but not necessarily every frame, but have to be checked every frame, like player's score. So I'll call the first part the game simulator, which includes the game rules and the physics simulation. Game rules are applied, evaluated, and run both during actual play (when the physics simulation is running), and outside of play (between rounds, when the physics simulation is tore down and reassembled).
Ok, so configuration isn't game state.

Configuration provides initialization for the game simulator in the form of specifying game rules, specifying physical rules (such as providing a gravity function), specifying which game objects are to be used in the game, how they fit into the rules, and how they will be controlled (which ai, if any, how to match them up with human players, etc). Configuration also provides constants that are used in evaluating existing game rules. Where configuration differs from resources is tricky to define, which is why I keep suggesting resources and configuration be merged instead. Most of this paragraph is true about resources as much as its true about configuration, with the exception that a resource defines a whole, but configuration defines a part. So it could be said that resources are essentially just groups of configuration, making it reasonable to consider that maybe specific parts of resources should be console commands. Anyway, we can figure out where the line is drawn, but I think we have to draw the line somewhere.
So, a script ccould be considered configuration. If a script provides a game object, it's obviously not configuration. Configuration is required to specify the game should use the new scripted game object. On the other hand, a script could provide a function for cycle movement, in which case it is configuration, and configuration is required to tell the game to use it.
Scripts can also be considered resources. If a script provides a game object, it may be considered a resource. This isn't quite as obvious, but I'm thinking we'll be letting users provide their own cycle resources for others to download and see. This is essentially the same thing as a script providing a game object, only the script would be expected to also provide an ai for the object. But a script that provides tournament logic and rules is a resource for the reasons I mentioned previously. It's general purpose and has use on many servers, not just one single machine.
So I'd suggest we explicitly define scripts as a third thing that can be referenced in resource files and also referenced in configuration, but neither resources nor configuration should be script. Now, given some time we might decide otherwise, but I don't think building these systems separately will create too much work should we decide to merge one or more of these systems in the future, nor will it create a barrier to doing that work. On the other hand, I think conceptually the grey areas are making the discussions on all three topics difficult, with people seeing things subtly differently (or outright completely differently), and maybe not even realizing they're not looking at things the same way.