. . . Unfortunately QQix's documentation on the wiki seems to be missing information related to bloat from item scripts.
Testing scripted items was my next step on the bloating tests.
I did start it, testing scripts with few variables and lots of code and scripts with lots of variables and not much code.
I did not finish the planed series of tests, but if memory serves, from the partial results, I could not detect anything different from the previous tests with unscripted items.
Anyway, I was trying to devise something to suggest to you and could not come out with any good idea.
So, I did some tests this afternoon and could not detect any bloat either.
My tests were with an Item A, scripted to, when dropped, PlaceAtMe Item B and delete itself.
Item B was scripted to, when activated, add Item A to the player inventory and delete itself.
I dropped 1.000 items and picked them up again (by script, of course) and the difference in savegame size was about 15K. This level of variance is kind of normal from savegame to savegame, so it is likely not related tp the 2000 items created in the world and deleted. But even if it were, it would be about 8 bytes per item, too small to be related to leftover scripts.
Later this week I will try moving the items to an NPC and delete the NPC, as you said.