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<Upgrade modversion="?.?.?" (Qualities to change) />
When the game detects the item is out-of-date, it will update the item mid-campaign to the current-most version of it.
example:
<RequiredItems excludeditems="sgt_gaugeset" msg="ItemmsgAmmoRequired" type="Contained" tags="65ammo">
<Upgrade modversion="1.1.0" excludeditems="sgt_gaugeset" />
</RequiredItems>
Even though we may not agree with you on some of your changes, I still want to help.
Combining fabs is on the todo list.
I only add weapons that were discarded by the EHA devs since I personally used many of them with the only exception being the Renegade LMG (RPK16) that I added so the renegades had an LMG counterpart that wouldn't jam as often (when jamming was still in), not planning to add any commissioned weapons to the mod since I'm horrible at spriting.
I don't think it's possible to tweak weapon accuracy according to the momentum of the character, would be an interesting mechanic to add to every weapon if I was proven wrong here.
Good news is that I will be free around the beginning of march so you can expect some updates to come in 2-3 weeks if all goes to plan