Godot version: 3.0
Issue description: Create script, for more logical consistency, should be in the Node inspector panel. I know it is possible in the inspector (at the bottom), but scrolling all the way down is annoying and the button on top hints to something that is more scene-specific rather than node-specific.

I'm against this for these reasons:
IMO, this button is more closely related to Scene Dock than Inspector. (Btw, I never use that button, I right-click the node and attach script from the context menu.)
In my opinion it would be better because
The Inspector works for all kinds of Objects, not only Nodes.
This is where this proposal is actually good - scripts get attached to Objects, not Nodes. Nodes happen to be Objects, but yet a "proper" UI is only available for Nodes. So I think this proposal is actually good since it discriminates less against non-Node types.
scripts get attached to Objects, not Nodes
What are scripts attached to Object useful for ? If it is possible but never used, I would keep the UI as it is for now.
When I work with NativeScript I attach scripts to Resources all the time. Granted, I do that by using NativeScript::_new() and let that handle that, but every once in a while I do attach scripts to stuff in the property editor because it's not a Node.
Are you using them to make game or work on the editor ? ^^
I'm not against it, but for now the UI seems more appropriate as most of the time scripts are attached to nodes. I believe there should be a real use case before changing that, as it should not worse the workflow for the sake of consistency.
Groud, while it might be obvious for an experienced Godot user, I still find it counter intuitive. The scene dock is there to manipulate the nodes between one another, organize them and sometimes multiple editing of properties. Since you can't instance a script on his own in the scene but you need to attach it to one node, I think it's more logically consistent if it is in the inspector. When I say logical consistency, I am talking about "where I expect it to be as a user", not something theoretical :)
Well, on the other hand, by now the button to access a node's script is on the node panel (on the same line as the node). Having to go down the inspector to add a script is as unintuitive as having it on the top of the tree window.
If we move the "add script" button down to the inspector, we should also provide a way to open it, and to signify in an obvious manner that a resource/a node has a script attached to it. And as it is quite useful there, we should not remove the open script button in the node tree.
I don't think so, because the script edit button on the node in the scene dock server also as an overview of which nodes are specialized and which nodes are regular nodes. Editing the script from that button makes the interaction straighforward, while i don't think that the add script on top makes the interaction straightfoward. i might want to specialize the root node (which is generally the case when you make a scene, at least for me) and have another node selected. In that case, the editor would create the script for a different node than the one i wanted. If it is moved to the inspector is clear that it is referred to that particular node
Note: Judging by the conversation above, there doesn't seem to be much support for this proposal. It may have to be rethought before you can open a new proposal.
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Most helpful comment
The Inspector works for all kinds of Objects, not only Nodes.
This is where this proposal is actually good - scripts get attached to Objects, not Nodes. Nodes happen to be Objects, but yet a "proper" UI is only available for Nodes. So I think this proposal is actually good since it discriminates less against non-Node types.