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Shouldn't be needed if all you are doing is adding unit compatibility.
Scripts will likely be needed if you are looking to add the upgrade system to a custom faction.
This is useful as it flags the values that will likely cause crash on start up if you don't also have the associated mod loaded.
All you have to do is look through the list of errors in RFPM and click to take you to the cell that RFPM thinks is wrong. If you then click on that cell it should bring up a drop down of base-game values to choose from. Pick anything, it doesn't matter.
From memory RFPM also highlights the cell in red so you can quickly see what cells data you need to change.
Step 2 is what allows the hub to be loaded without all of the covered mods loaded at the same time. You can skip it but it means you always have to run that unit mod, even if you're not using it.
Sometimes, it depends on the reference. Some references the game requires to have a value. I never got round to testing by trial and error for each one so I tend to keep them in to be safe.