It's good to see actually good companion mods for once. Must be the NPCs I decide to make, that my companions never get so much dialogue because of limitations in voices.
Having actually done my own poking around the dialogue for Sarah Lyons, Autumn, and Amata there really isn't a whole lot to use. All three only appear in limited scenes during the game, and with the exception of Amata fairly restricted in the dialogue department anyway. Then you got the fact that Amata's dialogue is 50% whining and screaming and that cuts things down even more.

I thought you did a pretty good job given those limitations. That's the charm of using generic voicetypes, though -- there's several NPC's to draw from instead of just one. A little less unique in the long run, but it works.
Most companion mods are either barbie doll eye candy or..... nope wait, that's it. :lmao:
That would be the exact reason I made Sydney and am making Jason. For all of the popularity of the "top 2" companion mods and the raves about how they "add so much to the game", I was pretty disappointed to see that most of their features consisted of only "change your outfit / change GAME VARIABLES in a blatantly un-immersive way / do something else that reminds you you're playing a mod" menus, and uninstalled them promptly within 15 minutes each. I still can't see their appeal, and I think it's a shame that the endorsemant system ensures that they overshadow virtually ever other companion mod out there.
To be fair, there are
some female followers that aren't meant to be Barbie Dolls --- I highly doubt ones like Sarah Lyons and Lucy West were developed with that in mind, though that's certainly something a user of the mod can indulge in. To each their own really, but companion share pretty much means that any follower can be used as a decent Barbie doll by default, so there's really no need to
focus on that aspect when making one.
But I digress, and I'd hate for this to get turned into a (bigger) rant. More on topic....
I implemented the "stim the player in combat" function based on Phalanx's scripts, though I have to wait until my replacement graphics card gets into test whether that actually works. One little experiment I'm also trying out is closing off the main dialogue during combat -- instead, you get a much more simplified dialogue menu with commands relating to the fight (switch to melee! switch to ranged! use this stimpak! etc.) I'll have to see how well it works out, though from an immersion standpoint it does effectively close off the ability to chat aimlessly while time is frozen in combat.

If it does work well, I've created voiceovers for Sydney so that I can apply the same to her in the next update.