Taking it up a level, I want to reduce impact of the plugin on game performance. I've had feedback about lag from users. I'm pretty sure it's coming from the repeated Effect* callbacks feeding into nested for loops.
I hoped that I could use EffectList:Contains() to cut down on the loop. Instead, I'm going to do some adjustable throttling instead, to cut down on callback triggers. Maybe some additional handling cases where there are multiple DV windows targeted on one thing.