1-4) That's too narrow of a focus or to scripted for how DoC works (broad strokes and specific scripted events only for events that had a long term effect). You always need to consider that DoC is subject to the inertia rule: things introduced into a given game will stay around until something else comes around to change them. Using scripts only to "represent" these short term developments is therefore the opposite of good use of scripting.
5) In that case I guess the Moors should not spawn at all.
6) Explicit plans not to implement it.
7) No maps per se, but you can see the region map in Assets/Python/RegionMap.py, below it are lists which regions are part of the core/historical/periphery/minority area of a religion. Maybe there is already a WB overlay for regions in the game as well, I always lose track of that.
8) I guess Varangian themed barbarians would make sense.
#2. there's no scripting required here - just adjustment of the stability map. I find it baffling that controlling Byzantine Carthage, the very place that saved the Empire's ass in the 600s, produces instability, whereas conquering the Moorish capital of Cordoba (an area Constantinople controlled for the briefest amount of time following the collapse of the WRE and with no more than a tiny military presence) and developing it to a 20 pop city is a-ok
#3 you're right. however, allow me to explain my reasoning a bit. It's not just to "represent" something, and it can be made to impact not just the flavor of a Byzantine game.
The current start with the Moors is not so much a 'conquest' of Visigothic Spain, as it is a settlement and development project, pending the Spanish spawn and counterattack.
Now imagine those Barbarian (Visigothic) units, after taking out whatever the Byzantines have on the coast (can be 1-pop cities that they auto-raze, can be just a bunch of low-health units trapped there, whatever) are told to stay near the Spanish spawn. Once the Moors spawn in southern Hispania, they have of course the option of sitting tight and just developing Cordoba. However, if they do so, those Barbarian swordsmen will flip to the Spanish upon their spawn, making them all that much stronger - and it makes sense, when you think about it. If the Moors had simply sat in southern Spain doing nothing after killing the Visigothic King, eventually the new Spanish polity that was bound to form to the north would be that much more powerful, on account of not having been previously conquered.
In the above scenario though, the Moorish A.I. will attack and kill the Barbs because that's what the A.I. likes to do, whereas any human playing as the Moors now has the incentive (and it's almost like a race against the clock) to actually use his military units prior to the Spanish spawn, and defeat the rest of the Visigoths before they go over to Isabela. It will feel a lot more like a
Conquest of Spain
#4 that's a shame, the current system of Arabic spawn is pretty bad.
#8 Great.
on a related note to #8, I just noticed that the Spanish, at a certain point, get an extra spawn of units and an automatic Declaration of War against the Moors (I was suzerain of the Moors). The Portughese offer to buy up your African colonies, and if you refuse they get a bunch of musketmen spawned near them, in order to conquer them. I believe the British have a similar event regarding India, and there are probably many others as well.
The Viking civ OTOH is incredibly, incredibly passive, and never does something more spectacular than consistently settling Dublin and now and then taking Hamburg. Wouldn't it make more sense, instead of having the units mentioned at #8 be Barbarian, for them to belong to Ragnar? Maybe get an event after beating them back once or twice that enforces peace and gives the Byzantines a couple of Varangian infantry units in exchange for a sum of gold?
Lastly, I'd like to once again thank you for an awesome mod.