As I posted elsewhere, these things have nothing to do with the issue, as a general rule. They might have seemed to do something for your game, but they have nothing to do with many people's games.
Spacing beds does nothing at all because the issue isn't really bed spacing as much as it is problems the AIs have with pathing to reach the beds and/or use them once they reach them. If they don't get to use them for any reason, they think the beds are not there even though they are. The AI gets glitched fairly often (understandable with such a dynamic environment to navigate) and cannot perform the necessary tasks.
The solution for BGS is simple: remove this particular check entirely as it cannot work consistently and the erroneous performance causes great difficulty is role playing characters who wish to be intelligent and focus on rebuilding, alliances, etc.
@Monthar: No, see my explanation above. It has nothing to do with beds being on a wood floor or any other floor, but rather the AI being able to properly navigate to and use any beds that are available, including not glitching out while attempting to move from one place to another in an almost infinitely variable dynamic environment. It simply DOES NOT WORK (to counter what Todd claimed during the E3 presentation).
Todd, take this particular check out of the code because it simply does not work due to the complex nature of the environment and associated complexity of the AI routines. It is causing your game to fail to be playable for characters where this feature (i.e., settlement building and management, alliance forming, etc) are THE game, not simple combat against hostiles.
Edit:
Settlers are not immortal and can certainly be killed, very easily in fact. I have had to dispose of bodies of slain settlers after various attacks.