Hey @Weyland Yutani (DayZ),
I am already working with the current stable/experimental live builds and even though there might be some changes to how the workflow is I can sum it up like this:
You have modding and you have mission scripting.
Modding is straight out editing the game via patching classes. This adds or edits models, worlds, GUI's or game configs. Right now this is done as before where you have your addons as pbos, have your classes in them for items, and settings in them and those are connected to the game then. There might be some visual assistance in form of a modding tool there, which would speed up working with mods, but eventually, right now you can mod the game with any pbo manager for packing and a notepad.exe from windows. You can not compare that to things like unreal engine where you basicly do everything with a sandbox editor with buttons to click and things to connect visually in blueprints.
Mission scripting which I spend most of the time with is all just writing plain text files. If I remember it correctly they said they will provide some form of script editor / a general editing toolset which includes this too but again this is only for having things like autocompletion, syntax check and *maybe* debugging scripts. But you wont drag and drop some boxes around, connect them and have things done like that. I would be surprised if they would go anywhere near this.
tl;dr : All of dayz is text files to edit and change, tools might make this easier. This is how it is like in 0.62 right now, and I do not think they had the time to change the system completely for 0.63