Hi Arwen,
Love the additions you're making to your mod, but would really love to see the GOTY patch completed next. I imagine it's very boring to do, and I don't want to presume to tell you what to work on, it's up to you to do entirely what you want and develop in the order you wish to, but still.... XD. I'll shut up now.
That death module sounds like the mechanic from Demon Souls on the PS3, have you played it? Not sure how it would fit into fallout as in Demon Souls you become a disembodied spirit and have to find your body (I think). If you implemented it, a message saying 'you were found and rescued by scavengers' or something along those lines, would make contextual sense of it, and have you wake up in bed in a shack with your rescuer(s). Some hacked together dialogue from the original game could have you thank your rescuer. If there was a selection of rescue locations across the wasteland that would also be nice.
Obviously if you die whilst having limbs blown off you should just die.
Another thought whilst I'm at it. When you do 'not die' you could use the pass out animation from vault 87 when you're captured by the enclave.
The biggest reason why my GOTY patches still are not finished is the shear amount of material that I have to go through to balance all the new added content with my Tweaks. Just trying to get through all the armor is taking me forever, since I have to look at every single piece of new armor (and all the clothing, head gear, and misc items), figure out how the new armor is related to a similar type of armor in the default game and then try to bring its attributes in line . . . and then I have to do the same thing with any object effects that are attached to it.
The other problem has been my mod's modular approach, which was creating a major issue with the number of GOTY patches I had to create. I've been working on a way to solve this issue for the past few months, with only partial success. But now that I have a working fomod install menu, I can just release release my Tweaks as two main core modules, a few optional modules, and my compatibility patches; which the user selects the parts they want to install. This reduces the number of GOTY patches to a minimum.
The other part is that I'm always working on improving my Tweaks, by editing my own version. So when my beta version includes enough changes, I feel that I have to release an update, just so my own version of my Tweaks is a close match to what others have (otherwise, it makes it difficult for me to support, as my game play is a bit different). But I am slowly working on my GOTY patches . . . and I do play on concentrating on them more in the near future (but not until after I release version 4.7, since that version involves a repackaging of my Realism Core, and the GOTY patches have to be made to work with a specific named esp).
My Death module is just a beta module which I may never release (I'm hoping that someone else will do something like this, as I just don't have the time or the expertise to take it on right now). But in just playing around with it, I have actully figured out how to do some things that I'll likely add to my Realism Tweaks, so it had been a productive exercise for me, and the additions should improve my mod.