1- you'd have to create them. Take example on any mod's new_units.json (you'll need some other files too)
2- look at the succubow mod, maybe? I'm not sure about where the the 'shield bash' is defined, though
3- but editing files is also cheating?
Hahaha... sorry for miss-leading the concept (T^T):
1. I actually wanted to know, if there any other way to add the companion's pool [maybe via external sources] other than spawning friendly characters, then tie them up and 'interogate', so that they could be persuaded to join my party via either the SUCC[ubus] or prison - meaning that if it was possible at all to add any number of companions into the pool without having to go through the process of persuading [capturing] them - it may sound weird, but I wanted to have companions that could actually die instead of using those 5 that would'nt.
My work-around so far, was to 'SPAWN_FRIENDLY 9' command at a time, 'punish' them via devices with chains [POLE and CROSS are my favourite], then convert them via 'SUCCUBUS' [I have no luck when converting them in prison (T^T) unfortunately] - if my luck hold, I can convert more than 3-5 at once.
2. I actually tried everything in the files there-in to add this, but unfortunately... none worked out. If anything close, was to add large amount of 'STAGGER' param to the actual weapon's param. I've taken a looky-looky inside 'TSF_BeatyStick' MOD to figure this out, but great thanks for the further pointer.
3. This one's a bit tricky, as all I wanted was:
(a) have a high-level character, then worked my armor/outfit progression...
OR,
(b) have high-level armors [preferably with select enhancements], then worked my character through level-up progressions...
BUT,
I'll never have both active - surprisingly took out the fun in even bigger time (>_<)
Now, I wrote 'cheating is a hassle' before, because once I scripted [spawned] armors in, they all have their vanilla stats. I wanted to know if editing saves were possible so that I could add in various enhancements as I'd liked. PLUS, I've no idea whether these enhancements could even be 'embedded' into their params [ie. all 'BANDIT_TOP' armors always have '+1 DEX'], so that every item I see would have it right from the get go - I also have no clue about how it would look in JAVA scripts.
As for high-level character start, I've already tested and used 'INIT_PLAYER' command to use a secondary character based off unused 'CRESANA'; it worked properly, but I still wanted to start with a MOD-ded character from the moment I enter a fresh start, instead of using the command to use it before hand.