I upgraded to Arwen's Realism Tweaks version 3.0.1 and MMM RC 5.0 last night and started a new character. I decided to use all of her mods including the Weapons Mod since it sounded pretty nice and there has been so much discussion about it recently. Since I alway's play with Antistar's http://www.fallout3nexus.com/downloads/file.php?id=3388 I decided to make a compatibility patch so that the kits work with Arwen's weapons. This was easier than I thought it would be and mostly involved adding ArwenPushBack effect to the modified versions of several guns. Speaking of the Weapons Mod I knocked Mr. Burke out twice while I beating him to death with my police baton.
I'm actually using WMK in my own game (still play testing it, but I'll likely be adding it to my mod list soon.) As you posted, there's very little that is incompatible between the two, since my mod only alters a few of the default ranged weapons. I may see if I can make a compatibility patch.
What did surprise me was the appearence of the Sneak messages. I'm not sure when Arwen added those back but I quickly removed those using the http://www.fallout3nexus.com/downloads/file.php?id=705 mod. I like the new carry weight calculation especially when you play with the Ant01's http://www.fallout3nexus.com/downloads/file.php?id=611 mod. The new armor buffs are much better then the original buffs. I think that Arwen did a very thoughtful re-engineering of what benefits one might get from wearing a piece of clothing or armor.
I removed my sneak message changes (which made them invisible) is v.3.0, but neglected to put that in the ReadMe. I was getting too many complaints about their removal, and I guess there are some mods that require them. Most people who use my mod also use the DarNified UI F3 mod, which makes it pretty easy to to turn off the sneak messages. And I also have links to the KTs_Overcamo mod, which centers the 3rd person camera view, and removes the sneak messages.
I came to the conclusion that the sneak messages were a personal thing ... and did not need to be an integral part of my mod. And I try not to force my own gameplay choices on other gamers unless there's a really good reason to do so. That's the same reason why my mod doesn't change the Timescale, even though the default setting of 30 is horrid. I have my Timescale set at 4 in my own game, and I considered adding that change to my mod, but haven't done so, as I have mixed feelings about it.
DarN was nice enough to add a handy little Combat Indicator at my request (which you have to enable) . . . that's what I'm using in my game and I LOVE it! If anyone wants to know more about Darn's Combat Indicator and how to enable it (and how to disable the sneak messages), go http://amito.freehostia.com/Fallout/FO-mods01.htm#DarNified.
BTW: Thanks so much for your "soapbox" support of my mod!