2. I'm playing with the harsher wasteland module (and all my feedback is from this perspective) but it doesn't feel all that harsh for quite a few reasons.
The harsher wasteland module does actually reduce the global damage multiplier somewhat, so that in addition to having less bullets, it takes more bullets to kill enemies. While it also means you're tougher, there are also fewer stimpaks so you'll be more likely to survive a battle in bad shape versus just getting killed immediately.
Regarding the national guard depot . . . there isn't much to do about it other than A) remove most of the new stuff that was added there, B ) make all the spawns on the way to the armory much stronger, C) put a very hard lock / terminal on last door before opening the armory.
Also, for the next version the rewards from outcast have been cut down quite a bit so it isn't such a free source of ammo.
3. Barter, when I just started this mod (used XFO before that) I thought this is a skill that definitely should be tagged. I couldn't be more wrong. Seriously, what things are out there that player would want to buy on a more or less regular basis?
There is a serious problem with the economy in Fallout, and FWE addressess some of the problems at a surface level, but there are really some fundamental problems with the game. I agree with you, that you can find most things you'd consider bartering for, with stimpaks + ammo probably being the two things that you'd typically out-right purchase. But weapons and armor? There's so much stuff to loot, past the first couple of levels you don't really need to buy gear from the merchants. Oblivion/Morrowind has the same problem . . . stuff you find is always better than stuff you could buy from merchants. Short of changing around all the vendor lists and/or doing something to restrict looting equipment off your enemies, there isn't much to do about it other than tweaking item values and the barter settings.
Although increasing the amount of ammo in the vendor lists might be in order.
Also, vendor inventories respawn every 2.5 days in FWE, not seven days. They use a seperate respawn timer =)
I will say that having a high barter skill does make a much more significant difference on bartering now, particularly on the purchasing end. With the harsher wasteland, the base purchase price is 3.5x time the base value (if I remember correctly), so stuff is REALLY expensive to buy.
One thought that just occured to me regarding the outcasts . . . the dialoge scripts work by using a variable to track the "value" of items you turn in, and once you select your reward item, the variable goes back to zero. What if we used another value in a quest to track the total of everything you cashed in. Say when you accumulate "25" points worth of tech, you can't trade anymore to outcast for a period of time (2-4 days?). 25 points would be about 3-4 full sets of PA (+ helm) . . . it would certainly help reduce the ability to spam-turn in armor. The problem is if you lower the rewards too much, suddenly it isn't worth your time to even bring in tech, so this approach might be a better way to balance it out.