So a guy on sc2mapster (via said link on Q's post) posted a list of changes tied to natives (if they are all LotV).
Here's some that do interest me at least a bit :
New native to get the "map path" (location string for map file?).
Combined with extension mods that works with banks, it could allow your extension to factor the map in this trigger.
Ex : If it was a potencial Micro and Tactics extension mod then it can help to separate which bank-saved scenario is on used on which melee terrain. Or for hardcoded scenarios to be considered on X specific melee terrains.
Path lines now support being attached to units directly instead of only points. Would fix odd lines leading to buildings due to the structure footprint being unpathable.
Event to detect when a player joins an active session. This is the Heroes of the Storm rejoin functionality. Unclear if it could be applied to custom maps but it may be applied to melee games (no longer instant loss on disconnect).
Might have some hope to rejoin a SC2 game in LotV due to that. Although not putting too much stock into that.
New event detect an effect used from a "scope". Unclear of functionality but it might be a more efficient way to run trigger enhanced events in a few circumstances.
New event response native to get the source behaviour which used an effect.
Native to get the distance squared between points. Likely faster than normal distance native as it avoids square root required for Euclidian distance and will probably be faster than explicit computation from cords.
A string comparison native. Like such functions in C and Java, it returns an integer likely adding detail as to how different the string was. Programmers will recognize this as an important feature for sorting or any form of ordering and having a native do it is certainly faster than any custom implementation.
Native to turn trigger debug output on and off. Probably useful for map developers as debug output generally defaults to off in published maps resulting in a loss of all errors, event important ones.
Could be interesting since sometimes I would have wanted to turn off the trigger debut output temporally due some triggers constantly firing for various reasons and slowing down my map in debug mode.
New unit state "silenced".
Perhaps to emulate WC3's Silence's exact effects?
A lot of new behaviour classifications. This includes 15 custom ones and 6 pre-defined ones. Be warned that this has altered the flag constant numbers of the buff flags and info flag.
New natives to modify remaining and limit of buff damage response shields on units.
New native to check if a unit is in range of another unit and is able to attack it. Possible AI usage.
New path-ability natives that allow you to check if a unit is able to path to a point or another unit. Unlike the current ones, these will factor in unit width, something very important for TDs and such maps as wider waves could immediately detect if they should attack towers or not.