Changed my mind about Atris and the other Jedi. Here's a test where I gave her some lines. It's not perfect but it's a start. I plan on giving lines to the other three masters who I ported in from Kotor 2 for the enclave.
Atris Dialog Test 02.mp4
I feel conflicted about the change from Vrook and Zhar fix, I think the actual oversight was the cutscene using the wrong robe, could be that Bioware decided to swap their robe late in development but the old cutscene remained. After all the KOTOR comic has Vrook wearing red while Zhar wearing blue, and the red robe in SWTOR is also named Vrook's robe. Just my 2 cents.
Could have just been to give it a feel that it was bigger than it actually is, given that it is destroyed it is possible there would be lower levels that are caved in or inaccessible.
That is certainly always an option ( adding a copy of the room to the layout / are off in the distance, kind of like how there are some little rooms for cutscenes at a distance in other levels throughout the game.
Yeah the double layers made me worry too if it would play nice, or even at all. I can't think of any other areas where this occurs. What interests me is why the developers went to the effort they did to make these rooms to begin with. They either had plans at one point, or were really committed to the common area rooms being able to look down into an empty area. Worst case scenario, One or two of them can be copied and moved over to a different area that has room for them on the main level. Apparently there was a secret cloning facility within the Dantooine Enclave according to 'canon' so that's an option, more likely I'll house Sith and Jedi artifacts here and the like in addition to a large training area.
I still haven't properly worked it out properly, used it a couple of times to place some assets then let it sit for a while as I still have a lot of scripting left to do.
But I know the RoR developer made a tutorial on using it, which I need to re-watch at some point.
What I did at first was use K-GFF editor to quickly add lots of assets stacked on top of each other to the level, then used KotOR toolset to roughly place those assets and KotOR Level Editor to refine their positions, certainly was handy to be able to see what you are working with.
Hopefully it's not too tricky to add a room under a room, as I have this strange feeling it won't play nice. But if it doesn't you could always cut it out and make it it's own room / module altogether.