@ferdinand thanks again, it’s more clear now!
About my concept: I’m trying to make procedural “current state to object” where result base object remains the same and only thing that changes is it’s mesh. It will allow users to direct manipulate object that has procedural source - cloner, exturde, etc, and keep all lnks to that changing mesh valid. Manipulations can include utilizing vertex colors/weights with fields, attaching stuff to points with xpresso, using object where mesh is strictly needed (like collider in thinking particles, etc). Some of that tricks can be achieved with correction deformer, but not all of them.
As far as I know c4d.utils.SendModelingCommand will create new object, so its not the case. Copying polygon and point tags is super fast so I hope there is some way to keep this operation in sync.
For instance, how VertexColorTag being resized if MCOMMAND_DELETE applied? Does SendModelingCommand held that or something else?