That sounds pretty interesting.. keeping up with my script changes has been harder for me.
For the short time we use PlasticSCM we are quite happy with it, the UI and possibilities are a bit overwhelming at first, but if u ever worked with svn and now can practically create and remerge "real" branches thats like working with a total new way of SCM.
At first i did not believe the "one branch per changeset/job" statement, coming from a svn background, but now i just laugh at people using svn and similar systems.
It really changes the way u handle/apply code changes and is not some funky marketing slogan. Its also much faster than svn btw and even can handle gigabyte of asset data too, without some stupid "largefiles" hacks (yes Mercurial i look at u!) :p
We still have to try the Unity PlasticSCM plugin, but i delayed this evaluation until next year.
bye Andy
PS: Btw i did evaluate the SemanticMerge for c# and just wow! This actually works and i wish this had been around for c++, while i was working on really large projects and each svn checkin was merge hell!