So to get WD and CAC working with BTX CE (and get AIM, Weapon Realizer, switchable ammo midmission, melee and DFA from any position you can move to, Infernos, forest fires from missed shots or intentional shots at the ground, and a working VTOL):
*Delete Scorched Earth from your mods folder or disable it in its mod.json
*Grab Kmission's latest CAC Custom Bundle and unzip all the subfolders into your mods folder.
*Go into CAC, all the way down the streaming assets path, and edit ApplicationConstants.json. Delete the 2 references to vehicles stuff. It removes your ability to spawn in tanks via the debug command, and that seems to be was what was screwing with the spawner for BTX CE.
*Now go back to the main CAC folder and delete the chassis and mech folders so the demo mechs don't show up in missions.
* Now go into the CAC weapon folder and delete the missile Hydra 3 AMS weapon and the stock medium laser (so you don't get the minute long rainbow display of how to do custom laser graphics every time someone shoots an ML).
*Finally delete the AMS ammo in the ammo folder. Not sure the AMS 2 are strictly necessary but it won't hurt to remove unused gear from the database.
*Now go into the Custom Components mod.json and set TestEnableAllTags to false, otherwise blacklisted things will spawn in battle very often.
Now you're ready to start on WD:
*edit the mod.json and change the dependency from WR to CAC.
*Open the mechs folder and edit each mechdef to refer to the base chassis instead of the WD variant. For example, in the mechdef for the Majesty Metals Locust 1 V I just change the chassisdef reference to be chassisdef_locust_LCT-1V instead of chassisdef_locust_LCT-1V_MM. Should give the 1V-MM the same quirk as every other -1V, and allow pieces of it to join with any other -1V.
*Open the Hatchetman -3F mechdef from JK Variants DLC and copy the flashpoint restriction block and tags from there into the -3F_TTI mechdef in WD so you don't get the TTI Hatchetman inappropriately early.