The purpose of my former post was to indicate that the random number generation had nothing to do with the extreme valuse that players may encounter in game. These values have to do with the way random values are used in script instead, through the probability distribution which is used. Thus I gave a few formulas to help developers to choose the parameters they use.
I don't think there is a need to change anything in the server random number generator as it is a
good, reliable and fast one. I still think that a simpler one could have been sufficient for scripting and any random based server game function (even a 32767 resolution, more than 4 digits, or "short" period would be enough for script and mob spawning). And if not,
the rand48() family of functions is still available. TMW is not a turbulence process, at least I hope so!
In a math library, I would include some non uniform generators, such an Bernouilli, Binomial, Poisson, hypergeometric, normal, ... trials, with parameters choice, as developer's job is to concentrate on game aspects and not on maths problems. And eA script does not allow many maths as far as I know.
Nard