The best way to handle this IMO is to force/lock your companions gear. Add an options to your companion for lock and unlock through dialogue or activation, whichever you prefer. The lock option accesses a remote container which you will put armor or weapons into that you want your companion to use. When the container is closed you ref walk the items and equip them on your companion using the no unequip flag. Using this method also lets you get around the problem with combat styles resetting on reloading, and just not working that great in general. If you lock a melee weapon on them they have no choice but to use it...
The unlock command is needed to unequip the items that have been locked to the companion. Same thing just ref walk the companion for equipped items and unequip them.
You may want to check the items health before forcing them to your companion 9when they are in the remote container) as you will need to add base objects for them to equip which mostly have full health. You can adjust it after the item is added if it's important to you.
Using this method also doesn't require any constantly running game mode checks. Anyway that's the method I use and it works perfectly.
Is that what you did for your mod Remote Control Companions Plus? There are some options in there I haven't used as I don't really know what they do exactly - although I'm sure the readme should tell me if I bother to read it
For my companion mod I'd do what you mentioned above, although I wouldn't have a clue how to, which is also why I use RCCP as it does some things I couldn't figure out :hehe:
I do know someone who could help me implement it, so I'm not completely lost.
Thanks for explaining that, though.