Hm, I don't understand your point here. I know all those things, and they are part of what I'm saying.
Obsidian was busy trying to get the essential parts of the game finished, and they never finished working on this, rather minor, element. This means nobody ever playtested this part with the terminal inaccessible due to Slusk being alive.
Which in turn means they never got a chance to hear from a playtester "hey wait a minute, this don't make sense...".
My point being: if they had all the time they needed to ship out a perfect game, you don't know what the end result would be, because chances are they'd not leave it the way you made it. Yes, we can deduce what their next step in developing this element of the game would have been. But we can't know that it would be their final step. We can't know that this was what OE really would have "intended" had they had all the time they wanted: not just time to finish coding, but also for testing and evaluation.
That's why I think you should use some discretion and some basic sanity checks ("does this lead to mind-boggling plot holes?") rather than restore everything blindly. Just because something can be restored doesn't automatically mean it should be.
No thanks. If I just wanted to be personally pleased for my own playthroughs, I'd just stick to the existing Kill the Ithorian mod. I have the restraint not to abuse the infinite exp bug in it, and it also gives me the Darkside option which I like.
The reason I'm posting this here is quite different. It is because, like you, I want to help improve TSLCRM. I like it, I think it's a great project and although I'm not one of the authors or "officially" involved, I've come to identify it to some extent. Hence I argue against what I think is a bad part of it. Sorry if it comes across the wrong way.
I'm gonna stop arguing about this now. But I'd be interested what other people on this forum think. ExMachina already proved I'm not the only one who thinks the story makes less sense this way.