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You forgot a line in the Carry script block
// Carry Unit free
CurrentAbility = AllAbilities.FindAbilityTemplate('CarryUnit');
CurrentAbility.AbilityCosts.Length = 0;
ActionPointCost = new class'X2AbilityCost_ActionPoints'; <<<---- THIS IS WHAT YOU MISSED
ActionPointCost.iNumPoints = default.PICKUP_ACTION_POINTS;
ActionPointCost.bConsumeAllPoints = default.PICKUP_ENDS_TURN;
ActionPointCost.bFreeCost = default.PICKUP_TOTALLY_FREE;
CurrentAbility.AbilityCosts.AddItem(ActionPointCost);
CurrentAbility.ConcealmentRule = eConceal_Always;
Because you forgot to declare ActionPointCost anew for Carry, it was reusing the one for Drop (further up in the code) and overriding its values.
I rebuilt the mod just adding that one line, and it works! I can make Carry cost 1 AP while Drop costs 0 AP.