Thanks for all the replies, everyone! I will check out Illustrator and PhotoLine, my game will have a LOT of scaling, sometimes up to 50x zoom. Its ridiculous.
I am glad to hear YoYo is working on better vector sprite support. Currently they have very limited stuff available and vector sprites seem to be becoming increasingly mainstream. Once again, thanks for the helpful replies!
Don't forget that UNLESS you have purchased a license of either Illustrator CS1 or CS2 in the past, you are breaking the law when you download the "free" version of Illustrator CS2 and use it for your work. Adobe may not care, but still: something to consider.
I'd like SVG support in GM as much as anyone else. Word of warning though against too high expectations.
The SVG format has an incredibly broad specification, and for these to be rendered 'realtime" means that a game engine can't hope to support all that SVG offers. It probably needs to be a subset.
Even IF it is supported, chances are that is will be S...L...O...W...! I noticed this myself with rendering SVG graphics in a browser game, and anyone ever trying to create a fast action game in SVG will attest to this. Back in the day with Flash, vectors generally proved too much of a performance overhead as well, and vectors were limited to static graphics such as GUI elements.
That said, the "best" method to render vector graphics in a game engine and keep them "infinitely" scalable is to convert them to meshes, which is exactly what GM does when you import a SWF (which you probably are already aware of).
https://www.yoyogames.com/blog/25/v1-3-vector-sprites
It's pretty cool and avoids the pitfalls of slow SVG screen rendering, although I admit that I've never used the SWf import myself.
As for me, I'd be happy to see something like this:
https://assetstore.unity.com/packages/tools/sprite-management/svgassets-19822
The price is a bit ridiculous, though. Godot 3 supports similar SVG import out of the box, which works quite well, but is based on the NanoSVG library
https://github.com/memononen/nanosvg
This library is small and free for anyone to use. The drawback is that the game asset creator must pay attention to how the asset is created, because certain/many SVG features remain unsupported.
Still, very handy, and I think this is where a SVG-based asset workflow shows its most important strengths. It depends on the visual style of the game, of course.
*edit* did a bit more research
This is actually quite nice:
https://github.com/poke1024/godot_svg_plus
The real-time mesh tesselation and option to access all the SVG's resources directly through code sounds very, very interesting. Must investigate more.
I can definitely see the advantage of a mesh-based workflow for many vector-type art assets.