I am not too sure how this could be achieved, I have attempted two ideas below:
(1) If you want to examine a particular state in a town or outdoor zone script, you could have a new window open with the relevant script opened at the state concerned.
(2) If the Editor can print out data arrays for BoA objects* then it can display them in a dialog screen. It will only deal with variables found in the Spiderweb documentation.
*I have altered the single-window 3D Editor for Windows so that it can take all the important data for for BoA objects (floor, terrain, creature and item types) and print it out to a text file.
It could write data from the dialog screen to the scenario data script. Writing into the data script will require finding where the entry should go. This would produce a longer record for each object than if written manually by the scenario designer. I know that there is a very definite limit to the length of the scenario script, I don't know if the same holds true for the scenario data script.
If there is a definite and troublesome limit to the length of the data script something needs to be done to condense the records written by the 3D Editor:
One approach is to have the default values for an object variable not written to the data file. Default values are listed in Part 1 of the official Spiderweb Editor documentation. Trouble is that at least some of the time the default values might actually be needed.
Another approach is to have the designer go through the records and condense them manually.