lol, I know even if I look back at my own framework which have been developed over the last 7 years with several people, I'm staggering at the complexity of it...
Don't be put of by it. Ive read you're initial post and thought: that looks good.
Point here is: you need to just get starting, which is the best way to learn mt script and its do's and don'ts.
Looking at FW that have been developed over years can be a bit too daunting and I would not let you be scared of by that too much. Have a look, pick some things that you think is neat and useful, set yourself reachable targets (e.g. core combat rules implement only or spell lib of these books only or ...etc.) and execute that. When done see if you want to do more.
This is good advice.
In fact, chances are you will come up with some better ideas along the way and "course-correct" as needed. The good thing about building your own framework instead of trying to adopt something as complex/massive as lmarkus' is that you're going to be able to focus on what's important to you and your game.
Some things I would suggest for any new framework builder:
1) Start with Wolph's BoT in your framework. It really includes a good number of the "greatest hits" of MT macro coding.
2) Start with Alias' RPedit in your framework. Get comfortable using it.
3) Explore storing as much player/token information on Lib tokens as possible (it sounds like you're leaning that way). I prefer to have unique "data base" Lib tokens for each Player Character these days. I wish I'd focused on this method even earlier in my development.
4) Use a single Code level as much as possible (two levels are convenient and sometimes unavoidable, but it is the single largest performance hit in my experience and can get in the way later).
5) Get comfortable with UDF's and document your work.