This will be because of the newly discovered issue that all models with VFX nodes exported from KOTORMax include a spurious component that causes a crash on Linux (and probably Mac). They need to be recompiled with a fixed KMax or KBlender. I'll get around to an update at some point.
Depends on whether mesh splits along UV seams happen in KMax or MDLEdit/MDLOps. If the latter, that might explain things. Either way, unless the counts are wildly different, I'd just put it down to differences in implementations.
The original intention of the model (which shows how old it is) was for it to replace the G-Wing on Dxun/Onderon in TSL. You could do that, although that raises the issue of take-off/landing videos. Or you could maybe put a hangar next door with it in on Onderon.
That doesn't tell me anything useful. List what other mods you have installed. As the description says, it's not compatible with K1R, so if you have that installed then that is the issue.
The door's OnOpen script has to fire in order to set the boolean on the door (which is what happens). But somehow the script is terminating before it starts the dialogue. I plan to completely revise the triggering approach in the next version of K1CP to hopefully remove this issue permanently.
What does the KBlender version look like?
If you were running the game natively on a Mac (or Linux) it could potentially be a factor, but since you're running it inside Win 10 it should be irrelevant.
Try these: TSL_PMHC04_Test.zip
Imported your ASCII into KMax, re-exported, loaded into MDLEdit and saved as binary. Loaded the binary into KBlender, looked fine, exported as new binary.
Any model that is exported from KMax, regardless of whether it is compiled with MDLEdit or MDLOps, will causes crashes on Linux because KMax is adding invalid Detonate controllers to every VFX emitter. On Windows these are just silently ignored, but on Linux it causes a crash. Per Synchro on the OpenKotor Discord: