So, Herculine's probably going to be annoyed with me; 'cause she's going to be getting another alpha to test later today/tonight.
I hadn't intended to, but I nonetheless ended up working some more on v0.8 this afternoon.
I finally got around to adding working details to the repairer class and faction -- that some people have noticed, but reported not changing anything as a bug (protip: that's because it didn't do anything -- it was a placeholder for future features). That should now be a drop-in option for companions.
As well, there's a 'reloader' faction that allows the player to access portable reloading equipment.
And, I'm about 25% of the way into the medic class/faction. I've got the healing dialogue done, but still have to do addiction, crippled limbs, and radiation.
As noted before, the Operator class and combat style have also been added; using the combat style I designed and refined for Maeva in my personal companions plugin.
Still no plans to make use of the NCR and Legion placeholders; mainly because I just know someone will try to make one (or more) of each and have them fight, then complain it doesn't work right. I'm thinking at this point I'm just going to pull those placeholders altogether; until and unless I can figure out some way to keep them workable as companions, but still prone to leaving/turning on you/whatever if you alienate their faction sufficiently.
Also made some more changes to the back-end; cleaning up code that was now redundant with the backpacks removed and so forth.
Once that's all done, I'll probably rework a few of the companions in my premade pack to get them using the new features.
Lastly: I hate cleaning carpets. Yeah, I know it has nothing to do with modding; but it's what I spent the morning doing, and I just wanted to drop that in there.