yeah, as one of the people that helped write Lucia I honestly have to agree with Americranian here.
There are definitely going to be pieces you can pull out and have work, but it's messy and wasn't backed by as much professional experience as good wishes. Our intent was to make it easy for BGT folks to hit the ground running in a new language with semantics that made sense to them, and in that respect we succeeded. However, you're probably going to hit a wall when attempting anything out of the ordinary, and Synthizer didn't exist during the Lucia days.
I'm honestly presuming though. Lucia was good enough for titles like Perilous Marathon, so it may be good for what you want to do, but I'm pretty sure Perilous Marathon was ported from BGT so that's probably why. If you're starting from scratch, best not to bother.
I hadn't taken the opportunity to investigate Mason's framework until now, but I'm not even a minute in and I see a derivative of some insecure code I wrote when I was fourteen. Who would have known that the idea of storing a static initialization vector would have been so popular?
The Rotation class is predictably the same one you'll find in Lucia and everyone's BGT projects.
Here's some more code I wrote in a private project copied verbatim, how flattering. Rest assured that you'll at least be getting a decent textbox out of it though.
We have functions like directory_create, directory_exists, file_exists, find_directories, file_copy and others that appear to wrap os.path. This is superfluous, and a pretty terrible idea for obvious reasons
The speech class is painfully minimal, so expect to have to call out to underlying APIs or AO2 if you want to stop speaking, get/set rate on platforms other than Linux or even check if a screen reader is running in the first place.
There is a lot more I haven't touched on, but I should get going and I think I've made my point. The overarching theme here seems to be that Mason wrote this framework for Mason's games, and as such it lacks the features and customization you would expect out of a typical engine. If you foresee something very small (likely under 1500 LOC) that fits into the existing audiogame landscape, this framework may be for you. Otherwise, do yourself a favor and don't bother.