Answers inline:
ok, so you want to be able to define separate devices for detection and disarm?
Yes plz. The following answers explain why.
Do you want us to check to see if the player can defuse? Or do you want us to just check for ACE_DefusalKit?
Hoping we can test for both conditions, there's actually a decent reason for this. The disarming stuff is configured by module in ACE. This lets groups decide their rulesets. For instance: in our group anyone can disarm, but certain unit types (engineer/demo) are less likely to suffer a catastrophic failure. In another group they might set it to all units able to disarm. By testing for both, it would be compatible regardless of how the mission was configured for disarm settings.
So ability to call the ACE defuse script instead of our disarm script? all the time? or randomly? What does that script do?
All the time if present. The module decides ability to disarm, and chance of failure if possible. It throws up the standard ACE interaction timer, you hold your breathe and hope that nothing blows up, then it destroys the object (IED) in question. That interaction instead of the mouse-wheel menu is the strong driver here.
Their goal-state is to remove the need for mouse-wheel menu actions, as a big fan of both mods I'd love to keep whining to keep them cleanly compatible.