I rather like this concept of coding/scripting to get ahead in a game.
It would also be a very good logical progression for a "sandbox" game like X-Universe or ... Elite! X is already halfway there since it has a scripting engine built in which is extensively used, but it is a rather poor job. So maybe this would be a good concept for the next version of Elite.
For those that don't know, a sandbox game generally dumps you in the middle of a more-or-less functioning economy, usually in a spaceship and with just about enough cash left over to buy a hold full of the most basic trade goods available. You can then do whatever you like, for the most part, and the economy and local factions will react accordingly.
In X-Universe, the game usually finishes the built-in plotline only when the player has built up a navy rivalling any of the local major factions, and has corresponding economic power required to build such a thing, and has used it to destroy the Big Bad which was too big and bad for the factions to deal with by themselves (at least not without leaving their flanks exposed to rival factions). And all of these navy ships are run by remote control. The other ships in game have pilots.
Reprogramming the various autopilot systems to maximum advantage would be the main focus of a scripting-oriented sandbox game. The justification could be that the autopilot industry has stagnated into providing only safety-related functions, and you are a bright-eyed startup who is willing to take risks and innovate in order to outcompete the incumbents. Or the equivalent in plain English.
So while you *can* go and fly a ship yourself, you would soon find a nice safe station to hang out in and run everything remotely. You could even travel between stations merely as a passenger in one of your own autopiloted ships.
Potentially it would even be feasible to allow designing ships by assembling components and applying engineering and physical constraints. These would then be built at realistic costs by your own factories (or under contract by NPC factories).
This sort of thing doesn't even need a new language, really. Lua is powerful enough and designed for embedding in a game. The trick would be designing the API so that scripts have the correct amount of visibility into and control of the game universe - which is the part that X-Universe games fail at. This is not an insurmountable problem if approached correctly.