The idea is to give unitsync a more prominent role, and to actually move all the code related specifically to the virtual file system, (part of) map loading, mod loading, etc. into unitsync. The engine could then depend on unitsync and use the exact same API to get it's data as lobbies.
This would inherently result in less code paths, better testing of unitsync, clearer (and strict!) boundary between game code and auxiliary / utility code (less coupling). This could even motivate some one to write decent (automated) (unit) tests for unitsync

On the other hand it would introduce some extra complexity in build process, some extra thing that can go wrong, extra wrapper code in engine. (Though implementing CFileHandler in terms of unitsync functions would be trivial and covers a major part of the interface between VFS and rest of engine, so I don't think this wrapper code is a really big problem)
Opinions?
Maybe I'll take a better look at all the problems that may arise later today
