Well, a few days have passed and here’s another update; the scripting now has the option to repeat an entry (meaning that entire waves can be defined from a single item), there are now three object types with their own firing pattern and sprite design (well okay, two and a half since the third is an amalgum of the other two!) and nasties can be set to speed up or slow down over time. That last one has presented all manner of possibilities because i deliberately left off any bounds checking; nasties can zoom on, decellerate to a stop and then start moving in the opposite direction to whizz off again… but if they’re turning as well it makes some very interesting patterns.
Here’s a screenshot of a couple of waves, lots of bullets and a particle-based explosion which also uses a linked list:

A running test of the OOP engine
Essentially it’s completed to the level i intended things to go to… but i’m seriously considering the building of a more substantial project around this control engine now so who knows…! i’ll write up a “post mortem” in the next couple of days.