Why not just install the DP mods after TIE - they should work as is and not detract from TIE.
Forgive me had a few beverages so cant answer very precisely - But, we dont have any real problems with the combination, in fact I recommended it above - I believe (without having done an anolysis or comparison with one without the other, then compare with both effects of an arrow hit for instance in a particular circumstance ... which would be very hard to achieve which is what keeps putting me off the idea of comparing despite my curiosity) that having BOSS sort Duke Patricks mod to take the lions share of what ends up in the game mechanics that is precisely what is happening anyway. I know that T.I.E makes adjustments to the effectiveness of bows for instance, but having studied DP's mods I think most of what could be conflicts in T.I.E are overridden by DP mods. So if a dodge was introduced, maybe due to the load order, and if they function in the same way, DP's mods would also override this. I highlighted the possibility as a heads up to Veritas for possible future questions from users who are similarly attracted to both mods.
The only snag so far wih the combination I have found isn't really a problem anyway, as mentioned above the encumbrance problem is a result of T.I.E lowering the capabilities of the Player character, then DP's scripts kick in at game load and add weight to the type of arrows you carry times how many you have... which if you have previously been playing un-encumbered comes as a surprise at the next game load - Easily solved by dropping one item then picking it up again. Or, getting a feel for how much percentage of encumbrabce you should leave at the end of a game when you save, to prevent the problem at the next game load. The other way to prevent this happening is to turn off a feature in Combat archery's ini - problem with that is you lose a lot more than you solve.
So anyway, no moans here, just sharing the experience of combining these two magnificent mods. I am willing to adapt and overcome any conflicts between the two because they both offer amazing immersion aspects, T.I.E reminds me very very much of Thief (minus the water arrows - I considered suggesting All Naturals Real lights and could they be extinguishable, but I think it would be too much to ask even if it was do-able, and probably only have a very minor audience anyway). And Combat Archery adds so much in the physics/realism of archery its hard to give up, I have sometimes wondered if DPs shield bash attack is working as advertised with this combination but its not a biggy for me.... aaaand, to be honest I dont feel its polite to suggest one mod creator should consider the other, as much as I would like 100% confidence that aspects of one are not constricting the other as intended its my fault for installing mods that could conflict anyway. Totally in agreement with Psymon on this aspect.
Overall experience - My game is playing as I think it should with tweaks to Combat Archery's options in the ini, and I think the two work quite well together.