Let me repeat that once again, because I think you didn't understand what I said.
In vanilla OXC, a few damage types (stun, smoke and incendiary) have some special behavior... but the rest is totally identical (there's no difference between AP, Acid, Plasma, Laser, Melee, ...).
In OXCE, Yankes unhardcoded all of this and now there is no difference between them at all. You can make AP work as Smoke, or Incendiary work as Plasma. As far as I understand, the only thing we need the damage type for is the display the name of it to the user in the Ufopedia and to define resistance to it on various armors.
Back to your 11th type... why on earth would I hard-code a new damage type to do only health damage... if all available damage types already can do health damage if you tell them to (actually it's not damage types, it's actual ammo items... as I said damage type is just a name).
So if you need:
a/ different translation for your new damage type
b/ or different armor resistances to your new damage type
... I can make a few for you (let's say 5 new?).
But they would be bare, without any special effects (just like plasma, laser, AP, acid, ...).
And I would even call them DT_11, DT_12, DT_13, etc. to prevent confusion that they actually are hardcoded to do something specific in the code.
@Yankes: if you're reading this, maybe you can confirm/disprove what I just said.