Sorry for the long time to respond Cyberman. This has been a rather busy week on my end.
The current pattern of the program is that it "hooks" into ff7.exe to listen for when the MSG opcode is used in the game and then proceed to extract info about that line of text. That info is the actual text displayed, who spoke the text in-game and in what field file what it spoken from.
With that info, using a text file based config, we can allocate a wav (or mp3 down the road) to that specific line in that specific scene. It really is a really easy system to setup that Ficedula came up with. Also, as in Loveless and Cosmo, the character names actually appears as default in the catched text even if you customized them. That means that changing names in game won't affect the sound bites. Obviously though the recorded dialog will use the default names.
I haven't heard Palmer's voice actor so far. I'm pretty curious about it too!
As for Q-Gears integration, I personally don't see any issue with that since I also remember Q-Gears planned to require an original game to run as well. Of course this is a team project so my opinion is only one of many but as for myself, I would be more than happy if you did so.
As for multiple dialogs being spoken, it does happen at a few select times such as on the highwind operations room after cloud wakes up.
And for multiple languages, the program is not, as far as I can tell, language specific. However, we won't be recording lines in a language other than english. If people did want to make other languages versions, they'd need to record their own lines and do their own scripts in their native language and do the game files setup. It is certainly technically possible however.
PS : for people who have been following this thread, I spoke to Ficedula via e-mail and he's agreed to continue developing this project in the time he does have. He also mentioned that if anybody wanted to take a shot a it, he's also open to that so interested people might want to get in touch with him.