With MWSE, it's possible to dump the contents of an inventory to a text file and then keep the text file and the in-game inventory in sync. What if all of your characters shared the same vendor inventory; if Character 1 sells an ash yam to Ra'virr, Character 2 will find said ash yam in Ra'viir's inventory.
This kind of persistence could be done in other ways, too, I believe. What if Character 2 kills Vivec? Character 1's Vivec's health is set to 0 upon game load. Just another idea along the same line of thought.
The concept as I have presented it is very rough. The main problem to overcome as I see it is how to keep a Character from influencing his own past, since syncing things like this across saves means that you could save before selling an item, save after selling the item, and then reload and essentially dupe the item. Even with extreme prudence, this could easily be done accidentally like in the case of a character dying after interacting with a shop.
This problem is even worse when it comes to the lives of NPCs, since without some way of scripting around this, once a character is dead they'd be permanently dead in all of your saves regardless if the save happened before or after you killed them.
Just thought I'd jot this down somewhere.