Nice thoughts, didn't think Fuel had you so interested.
Talking about networking, you first have to consider that physics aren't usually used in network games. Also, according to the system, only the SBX part of the region that has been interacted with would have to be saved, and since these are mostly (only) objects, they could be given an identifier and run as objects on the server part, while the player, when loading a region, would fetch the data from the specified object identifiers from the server.