Like the OP from https://gamedev.net/forums/topic/719834-c26-reflection-in-angelscript/, I'm interested in using C++26's new reflection system alongside AngelScript. I have nothing against the way application interface registration works—it offers a lot of control over what to register and how—but it introduces a lot of boilerplate, and most users probably won't care too much about registering object types etc. in specific ways. Moreover, it is quite easy for developers to introduce errors unwittingly.
Since AngelScript itself probably shouldn't use reflection, I've started writing a separate library for it to explore how viable it is: https://github.com/CasualYT31/ReflectiveAngelScriptWrapper. So far so good, but I've only tackled C++ typename -> AngelScript typename conversion at compile time, and global property registration, for now. I'm going to be tackling C++ function declarations -> AngelScript function declarations next.
I will be working on this for the next few weeks at least, hopefully longer. If it actually develops into a useful library then I would love to see this featured on angelcode.com (once reflection becomes more widely available)! But I would say it's far too soon for that yet.