Status update: I'm releasing version 2.0.0, which is the first non-beta version of the updated add-on. I've tested it on quite a few models, doing modelling, texturing, rigging, animation, etc. I think KotorBlender is now on par with KotorMax in terms of functionality: it works equally well for editing (and creating) character and area models, and I'm quite happy with the result.
Here's the excerpt from the release changelog:
Rewritten handling of materials and lights (Eevee)
Made materials configurable from Object Properties
Implemented import & export of LYT files
Implemented import & export of ASCII PTH files (reone-tools)
Implemented armature creation (no animations yet)
Fixed MDLedit compatibility issues
Removed NWN-specific functionality
Disabled minimap rendering (until later)
Code cleanup and refactoring in accordance with Blender and Python code styles