Hey Rockey, watch me solve the infinite respawn problem.
Again? But that trick never works.
This time for sure!
Anyway, I believe I have solved the spawn point problem. I took Rik's suggestion and convereted all of the spawn points to actors. Of course, this now means that they will spawn exactly once. Deal. This also currently converts spawns like "50% chance of gibberling, 50% change of shadow" to "1 gibberling and 1 shadow". So there may be more spawns than you are used to (e.g., 4 mephits instead of 1) the number is bounded, finite and unincreasing. Deal. Finally, this particular fix does not do anything with trigger scripts like "check player1's level and spawn foo based on it".
Despite all of these caveats, this was vastly more difficult than I would have liked. It solves the infinite respawn problem by replacing it with "exactly once" semantics.
Look for it (complete with in-game spawn debugging output) in the next version.