Yeah kind of. Languages for example would be best done by setting / reading a string value, which can only be done via Lua script. You could use the integer bit of a value too I suppose, but string would save time in general as you could simply use 1 line of Lua script to update the selected language instead of multiple if queries & action parts.
game.StandardLanguage = Languages[ Values["lang"].String ]
Personally, for me, only using stored conditions & values would add additional work on top of what I already do. I often opt to use Lua solutions when available as I can write a line or a few lines of code that would probably require 10+++ actions & if queries to do with action parts alone. Sometimes I mix & match, but only if it's the faster workflow solution.
I find looking at loads of blocks of queries done inside of the editor somewhat confusing. It's a bit easier now that the blocks are more clearly defined & can be collapsed / expanded, so you can more easily tell what you are looking at, but I still find them messy to look at.
In the at begin of scene in the first scene of the ALLD demo we should be releasing soon-ish, there is an if query that must be at least 100 action parts or something mad. I don't remember adding them all, actually might not have been me, but I can tell you that debugging that action block was super fun & easy (not).