Some thoughts about Cal's dialogue in the Ulcaster ruins.
As I understand, it was planned that player will at first try to chat Cal, gets her "bug off" line, then chat with Imoen and only after that will have a chance to properly recruit Cal. Well, in this case all is fine, but only if player will behave in this predictable manner.
However, if a player will first talk to Cal, and then talks to her again before speaking to Imoen, she will "has nothing to say" to him. It's not a game breaker for sure but I always regarded this outcome in dialogue as a sign of poorly planned/written dialogue file.
Further, if a player will talk to Imoen first, and talk to Cal later, he will still get her "Can't you see I'm busy, so get lost" line, but if he'll guess to talk to her again immideately after that he'll get her joining dialogue, which really doesn't look believable or likely.
Both this issues could be easily fixed if NumberOfTimesTalkedTo(0) trigger in Cal's first line will be swapped to something like GlobalLT("K#GameGlobal","GLOBAL",8).