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With that, components that aren't touched wouldn't need to be included, and voila -- smaller codebase to manage and fewer concerns about mod conflicts (by fewer false positives), which is always a good thing.
Rolling back to 3.4.5 so I can save the scripts to run a diff on them -- I can at least help with the caravaneer event file for your fork, since I focus on mods for that anyways.
They are changing Chor's Compass system initialization code only ever so slightly: in theirs it cannot be a 'bottleneck' system (vanilla marks as such, but that doesn't check many jumps). That's it for Chor's Compass, and is 4 of the 6 line additions they made to the file -- they could have easily, and should have, done what I'm doing in only including what components they actually change.
The Caravaneer fleet movements you are talking about are not handled by this solar system initializer, and therefore are not at part of this mod. Mods that do fix such would not modify this system initializer, and therefore are compatible.
Currently Caravaneer will go to nearest Capital after game start, then they return and stay home forever. If this bug in not fixed then this mod is pointless.