Whew, this thread got long very fast, so I'll admit that I haven't read a lot of it yet.
I think jester has the right of it, and Sim and I have been discussing on trimming down the Dudleyville package that ships with Tutu, to include only those fixes that can be considered just that: fixes. Arbitrarily adding stats and shuffling proficiencies around might make sense logically, but I still think they're tweaks, and won't be included.
On the other side of the coin, coding up a bunch of a mod based on something that really does seem to me like a developer oversight is all well and good, but it sounds more like a change that the mod should make, rather than something that should be assumed to be developer intent. Making the changes shouldn't be too difficult, I think. Simply check the differences between the current BG1NPC scripts and the Dudleyfixed ones, and shuffle things around in future versions of the mod. Yes, it'll be a bit more work, and I know frustrating it is changing mods around because of new features in tools, or fixes in games, or what have you. In the long run, I think, it's worth it.