The problem, again, is that OLC has to be able to create and manipulate all of these things, and IT doesn't know how you intend to use them. Attaching a reset to a mob might work OK for mobs that always have to exist (IE: named mobs, quest givers, etc)... but it adds another layer of complexity to the life of the builders who have to remember which kind of reset goes where, when?
Perhaps a more useful question is.... what do resets really do? Do they really "reset", or are they instead "events" which happen conditionally, and at regular intervals?
I would suggest that there are several kinds of things we lump together as resets which are used for very different purposes.
When a mob dies, in some zones, we may want to "reset" that mob at some point in the near future to allow players to farm it. In other zones, we may not want to reset individual mobs, but we want to reset the entire zone to an original state after a group of players has gone through it.
Other resets do maintenance type things... close doors, lock locks, etc. Still others don't actually "reset" anything at all, but serve to equip/arm/load items and gear into the environment as part of the reloading/respawning of the mobs themselves.
Finally, all resets serve the dual-function of also being initialization at boot time.
Let me further comment on a design issue. If I create an orc warrior, I'll probably put some effort into describing him, maybe writing a mprog script (or even a full C procedure), and certainly want to reuse him in as many ways as I can. If resets are used to equip the mob, and they're based on room/area, I can easily give one clan of orc a certain kind of gear, and another clan can get different stuff. If they're attached to the orc itself, all orcs will always get the same gear (or the same randomized set choices), unless I create seperate vnums that are carbon copies.
Ideally, I'd like to have "resets" which also let me adjust the level/stats/etc of the mobs... not just what gear loads onto them. It would be nice to really reuse that fully described orc in the low level area AND in the high level dungeon. It would also be nice to have resets that modify more complex things, such as relinking exits (not random doors), or changing properties at certain times of day/week/season. Again, that's not what they can do now, but keep the ideas in mind.
So.... does it make more sense to scatter resets around, so that some are with areas, some with rooms, some with individual items/mobs? Or to pool them all together in one big list? Should the equipping-type resets be treated (and stored) differently than the respawning-type ones? And where, in OLC, should these live? Do we need a seperate reset editor, or should redit show you both the room-specific resets AND the area-specific ones? Maybe it can only edit the room ones, but should still show you the others?
Until the design issues of resets are clearly spelled out (which they never really have been), I don't think any implementation is going to be clear or straightforward.