Generally, we don't want to clutter engine functions with lots of different modes. This makes scripting not easier, but more complicated. That's why we're very reluctant to implement a new mode that you can realize as well with 1 or 2 lines of script.
To check if c_scan hit an enemy or not, just compare some entity skill in the scan event, as wdlmaster suggested.
For c_move, ignore modes make indeed sense, but normally collision groups should solve most situations here.