Here's a screenshot of the test level. Please ignore the placeholder art.
http://i.imgur.com/NhIyoMk.png
The enemy type here has 2 attacks: a 6 shot x 2 burst spread shot that stops then goes in a random direction, and a burst spiral. Each attack is configured with 12 parameters.
Just because there are 12 parameters doesn't mean it's not possible in danmakufu.
Have you seen "Never the Same Danmaku" by Nuclear Cheese? There are millions of permutations for the attacks that the script will spit out at you. And you can configure it to tell you the parameters so you can have a copy of which parameters make which attack. And that was made, what? Before ph3?
Now I don't mean to be rude, but I'm going to describe the attack I just made in Danmakufu.
There is a boss, surrounded by 12 firewalls. Enemies come in to attack the boss. They fire kunai which, if they enter a certain radius of the firewalls, will be deleted. If they hit the boss, there is a x% chance they will respawn as talismans a certain radius from the player, aimed from that particular spot to the player's position on the cartesian plane.
Notably, the firewalls will only reflect damage if hit by the bullets fired by these specific enemies, and they take a different percentage of data after a certain number of frames from the player's shots.
Once 12 of the 18 firewalls have been deleted, the boss will fire lasers and wipe out the assailants, which will explode into shots and effects controlled by an external script, triggered by a function of Danmakufu ph3 that allows for direct communication across various scripts.
After this, a different set of attacks are unleashed varying based on difficulty.
And now, once again not trying to be rude, is this possible in your engine?
NOTE: I know that this is off topic, but try not to make assumptions like 'my engine > danmakufu.' I'm pretty sure that you can make a 3D Live Action Shooting RPG in danmakufu if you tried.