I really thought this would be a doable workaround that could be implemented but it sounds like FE modding mainly consists of setting game constants in the XML and there is little to no condition checking or event spawning based on conditions or game variables. That's really too bad because based on all of Brad's posts over the years, I really thought FE modding was going to be pretty robust.
I've been watching over time the ease of use Brad demonstrated in FE's modding tools. They're very good for basic modding, but I think you're right: the next level, the ability to create scripts based on many conditionals, isn't there. And that's too bad. I worked for an MMORPG for several years, back over a decade ago, and having those conditionals made for a great deal of ease in producing a wealth of effects. We could (for example) see if a player character was flagged for the thieving profession, female, below a certain age, and above a certain prestige level, with a variable set for a series of completed quests, and then make an NPC respond with a specific degree of physical and verbal respect, as well as a reference to gender, youth, and a few of those quests by name. For sheer flavor and making this personal, it was great. Or we could simply look to see if a character had died, and then put something in their inventory, move them elsewhere, etc. Tracking flags and variables was essential, and having them available for change on the fly made for a very robust system of results.
This is disappointing. Not reason for me to ignore modding once the game goes gold, but it does put a low ceiling on what can be achieved, in some respects.