NPC's now visit each others stores and homes, even go outside of town, sometimes on a horse Alvor and his daughter having several conversations about things like boys, making a sword or shield
Even with plenty of other mods in my list there are no problems or slowdowns. This is how the AI in the game should have been right from launch.
Reading the extensive changes this mod makes to the AI, I was really expecting this to be full of bugs and problems. overly elaborate equaling buggy (or a compatibility nightmare with tons of Navmesh edits) was my initial reaction and so I thought i'll wait to see how popular and supported it still is in 2 months. To me this mod looked overly elaborate for little extra gain on my setup. sure, more diversified flee behavior in the new mod, but then again, the other mods top priority is to let NPCs survive. Of course, for the combat and weather behavior i'm assuming people already use Wet and Cold and Arthmoors mods to make NPCs react to them. This lets them do most if the stuff mentioned even in the special behavior section (like farmers farming and lumberjacks using the sawmill.) it sound like in vanilla they do it at random and with the mod at fixed times. All vanilla npcs already have daily schedules that send them to sandbox in a certain area.
I couldn't care less whether the Apothecaries open and close at different times than the General goods merchants. from the description, it looks like most stuff except the "special behavior" section is nothing more than slightly tweaked daily schedules for NPCs.