It would be common knowledge for your characters that a building of this size has to have one or more medical facilities/supply storages with stuff to patch you up during downtime, if you'll just look for it.
Seems like plenty of questions while I was away, let me know if I miss something.
@osle: Out of curiosity, how do you handle creatures joining an encounter already in progress? Do you roll their initiative and make them play their turn somewhere between the PCs and enemies or do you just lump them with the enemies/PCs depending on whether they are allies/enemies/neutral?
Lump them.
So needless to say, I've been ignoring the HP gain, screwing up bonuses, wiping entire posts to redo actions, and so on. I get so bogged down in this the tab explosion to even reread my a Maneuver or Spell does is forgotten in seconds. Stream lining Heat rape/bonuses to be end of round and revamping Atomic Dragon's Ability Boost to be say a flat +1/+2/+3/+4 to Attack, Damage, Saves, and maybe Skills like Sadism would help out a lot. That way it's a single flat rate value during your entire turn.
Excellent point, changed to flat out bonus. Anomander will have to do the heat rules part tough.
Spirits work whether you're in your mecha or not. It is just that the healing ones specifically mention that the healing is done to the mecha. So you could, say, heal your mecha with a spirit even if you are not piloting it.
Correct. I won't say that was intended from the start, but it kinda makes sense now that you mention it.