So really what I am asking is how would this plugin affect existing events with move routes?
Or in another term:
How might this plugin affect a game that is already deep into development?
Move routes all work( somewhat ), the same, in this plugin as they do in default rpg maker.. The only thiing that currently is not working( but will be one of the next thing I address ), is iirc it's called the "skip if cannot move" in move route's, atm if the player walks into the path of an event, in the current plugin, if this happens, the event will immediately disregard the current move route commmand, and proceed to the next one.
This sort of behaviour is expected if the "skip if cannot move" is enabled, but currently the plugin disregards that. It will be something I add commpatibility for soon though!
As for the rest of move routes, the only other possible interference you may encounter is non-full tile colliders could either alter the events position slightly, OR it could stop the current route command, and proceed to the next( as stated above ^^ ).
Other than this though this plugin should not affect move routes of events whatsoever! Unless of course you have a custom script call in move routes that stem from other movement plugins, these may or may not be broken. But as long as the plugin is not obfuscated( or if it is and I can manage to contact the developer and find a way to work with them ), I will do my best to add support for it( as long as I know about it lol ). ^^