Did some more bridge testing
(trying to find a way to script to set the state of an added func_construct to a constructed state) then went back to re-confirm my observations from the earlier tests and found I had some of them wrong. The engineers will respond correctly to the half-built / half-destroyed states. That only leaves the other bots and the aiscript to deal with. I think one fake construct for the half-built state may suffice.
The problem with the lorraine repair is not so pronounced in normal teams and play, I may just have to deal with it in some locations.
I think I can share the fake construct of the lorraine positions with the closed state of the door to the fuel. So I figue 3 TOIs, 3 fake constructs, 5-6 func explosives and the two door lever (4 trigger multiples and 2 target script triggers) could suffice (18 scripted entities!). If that proves too many to be stable then the levers will be sacrificed.
One other observation, Axis Fieldop bots are not smart enough to know that air support refuse to fly through tunnels 