It's been a while, was busy IRL.
2/ Probably doable. More detailed description needed.
For example a base have some prisoners in containment. What will happen to them if base is lost? They could probably die in firefight, yeah, but some prisoners could escape during battle, could be saved by intruders that attacked the base or stay alive and free by any other reason. Especially SCPs that are anomalous entities and some of them could be extremely durable, pratically indestructible. The feature I'm talking about that escaped prisoners could re-appear in missions or events after base destructiion to collect them again.
7/ (Probably not worth the effort) I don't see how that would be an essential feature or even a normal feature? What's the use case?
For a mod it's planned to use not only soldiers, scientists and engineers as human resources, but employers from other various departments and stuctures. Making them actual humans that will occupy living quarters is way more cumbersome from several points of you, so we're deicded to implement auxillary staff as items that don't occupy living and storage spaces but have montly salaries. It's presumed that they have categories, like basic, advanced and elite. Depends of their category player can utilize them in various tasks (technically working as manufacture recipes).
For example: basic scientific assistant engaged in experiments with an anomaly. His role is minor, probably all that he can be useful is to make notes while scientists actually conducting tests. Can he lead the test group that working with dangerous anomaly like "SCP-610 - The Flesh that Hates"? Probably not.
Elite assistant can perform both of this operations but due to engine limitations in this case we should create two separate recipes for both variants of assitants.
That's the main usage for feature I request although I think that similar logic can be applied to more classic manufacture projects where we producing something.
I'll describe next features in future posts.