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EDIT: The reason I am saying this is that you have around 5 mods and only two (AE and AWKCR) may conflict in a bad way.
EDIT 2: The other thing it depends on is how much do you want to get into modding? If you really want to get into it, by all means, make a merged patch. Also read these:
http://steamcommunity.com/sharedfiles/filedetails/?id=947769634
http://steamcommunity.com/sharedfiles/filedetails/?id=943456144
Patch is especially recommended with AWKCR. Vanilla item property edits will bring over their old values otherwise. Merged patch process will include AWKCR keywords to mods with vanilla property edits in the patch.
For example: I made small mod for my own use. This mods adds DM1 (just for show) and swaps Welding Goggle attribute property from PER+1 to INT+1.
If this mod would be loaded before AWKCR (unlikely, seeing that AWKCR is ESM file), then AWKCR would overwrite my edits, making the mod useless.
If it is loaded after AWKCR, then it does not have any AWKCR/AE keywords and slots.
So I should patch my mod - and EACH similar mod - for AWKCR/AE, if I want it/them to be compatible with my load order.
Creating xEditMerged (FO4Merged.esp) usually assigns keywords correctly to these edited items, without any need for cluttering the load order with extra ESP files.