I think the AI part would be straightforward; that's just an int check (if not 100 and not my owner, do blah, otherwise do foo).
I can probably add that into my AIs pretty quickly and I don't think it'd require a lot of testing- the way I have it working now, I could almost certainly do it via a simplistic filtering system and those objects would never even get evaluated by stuff like auto-fire AIs. Same with dealing with neutral "space junk"; just spawn it and switch owners and give it a null AI, problem solved.
I'll probably go ahead and support that behavior, for people wanting to get that adventurous, as it's something I'm already messing with, however crudely; my current stuff with it is pretty kludgerific but it's functional
It'd be nice if the Mission post-battle stuff was exposed; that would make a lot of these kinds of mini-projects easier for newbies or people just wanting to screw around with game design stuff without having to deal with campaign issues... but tbh, if you want to do this kind of thing, Debido, you can implement it fully (including custom scoring and all that stuff) in the Campaign; all the functionality you need is already exposed there through the Dialog API