So... playing a bit this evening, and progress is being made. The Pip-Boy plugins work, the new Equipment, Personal, and Behavior dialog menus all work; along with their contents.
Have had no following stoppages, no hesitation after combat, no wandering off indoors or out.
Random equipment spawns work, and haven't changed at all in two game days of moving in and out of cells.
I... think I may have overdone the combat calls a bit, though.
I wanted them to forcibly attack anyone who started a fight with me - including the NCR GMPCs.
Well, they do. Unfortunately, they now attack anyone who I enter combat with, making it all but impossible to pick enemies off from a distance.
One of these days, I have got to learn to work incrementally, and not drop my H-bomb as soon as war is declared.
Nevertheless, I think I can salvage it. I've got some code in mind that should allow sniping without them charging in.
Also: NCCS will not have the follow distance plugins seen in RR. There's no need - the options are now included in the dialog orders, and are set up to work individually. You can set each companion on their own to a different distance to pull them in or string them out as you see fit. Settings should also be retained through stay, firing, and re-hire; so that they'll maintain the distance you specify until you order otherwise.
I've put in personal stat and skill displays that will let you keep track of your companion's current health and level; as well as guns, explosives, energy weapons, melee weapons, and sneak skills. This way, you can look at hard numbers, to decide what weapon(s) best suit your companions, as well as whether they're sneaky enough to avoid getting your stealth based character caught. You'll also be able to monitor companions' aggression and confidence - this one is unfortunately displayed via a numerical value and not a name (the script wouldn't allow a name to display); I have, however, added notes to the message that will tell you what the numbers mean.
Further, new dialog options will allow for specifying your companion's aggression at a whim. Three of the four levels are implemented - Frenzied is not, since it's pretty useless to a group effort.
Inventory share command has been moved to the equipment menu, along with an option to equip or remove a Pip-boy on command. There is no Pip-Boy light option at the moment - it caused a lot of problems in FO3, and I haven't decided whether it would be worth trying here.
I haven't decided yet whether the armory and wardrobe are worth bringing back. I never used them myself, and I don't think anyone else has ever mentioned a preference one way or the other.