On control flow, in a language like Ruby you can do something like this:
puts 'message' and return true
…which is what's called flow control. In Lua, specifically the turtles, flow control operators do not behave as they should. That example there will not work on a turtle, and it should by means of experimenting in the Lua REPL.
That has less to do with the turtle's functions as it does with funkiness in how the Lua interpreter handles functions when using that sort of syntax
within certain code block structures. Or
ComputerCraft's Lua interpretor, anyways - that being an outdated version of LuaJ. Whatever
repl.it uses has the same issue.
Any reason on the storage? Mining rigs and other such things can hook up to tesseracts and other larger storage mediums.
If you want a turtle to interface with a container, it can do that. If you want it to magically transmit items over long distances, hand it an ender chest. Heck, even if you
don't care about the magic transport thing and just want more inventory space, the ender chest can be used as additional storage for the turtle itself.
I can't speak as to why larger inventories have not been added to CC directly, but my assumption is that one reason would be because there's plenty of ways to achieve the same effects already.
While it may be targeted at beginners, leaving it there is a bad idea.
If you're talking about the default function set here, if you want to revamp the APIs available to your systems you do have that option. A large percentage of them are written in Lua and can be remodeled without any need to change the closed-source Java side of things.
I still envision a build that'd allow turtles to operate near autonomously, refueling themselves as needed at the nearest fuel pump, pulling new configurations as the network updates.
This is also all possible with what we've got available.
The first CC script I wrote had a turtle which navigated my base grabbing items from storage containers, dumping them into machines, collecting the output (after going off and doing other tasks while the machines did their jobs), and periodically going off to a charge station. It interacted with a networked server to keep tabs on which containers had items which needed processing.
Later I wrote an expanded version for a new world, that worked with a collection of turtles outside which chopped wood from various tree types. Only some of the trees, being from other mods, had a habit of growing over certain blocks (eg turtles in motion) and destroying them.
That prompted the system for the turtle inside to replace the turtles outside when needed, manually collecting and crafting the components from my stores and setting the newbies up with the code to get to their workplaces and to carry on with their tasks. By that stage (a few MineCraft versions later) I'd either lost access to the charge block or hadn't caught on to its new name; no worries, I just had the turtles navigate to a barrel of charcoal instead. It was much faster anyways.
The "end goal", should I ever get around to it, would be to finally have a construction turtle which clears a space near my base, then starts hauling out the resources gathered by the other turtles to build a castle. Preferably a randomised one made out of various pre-defined modules (walls, rooms, courtyards, towers, etc). It's all quite do-able.