Here are some more ideas on how this quest could have been improved upon:
14.Killing Butch outside the rebel camp now turns the rebels permanently hostile.
15.If you sabotage the vault, you can now help evacuate it (see my other post on evacuating vault 101 after sabotage for details)
16.You will still be able to talk to people after you are exiled as long as you solve the quest peacefully.
17.If you solve the quest by exposing the midnight raid and warning both the theunarmed loyalists and the rebels about it, the quest will end after you speak to Amata after she becomes the new overseer, so you will not get the final objective of leaving Vault 101 forever. You will still be able to talk to people. Unarmed loyalists, Gomez (who is made the new chief of security if he survived), and Armstrong will thank you for saving the vault and helping them understand the importance of family over the vault. Armed loyalists and other security guards will either make threats and dismissive comments, basically giving you a "this doesn't change anything attitude".
18.After you are exiled after solving the faction crisis any other way or if you choose not to get involved, there will be a time limit to leave the vault. If you are still in the vault after two hours, one of the loyalists (except Gomez and Armstrong) will confront you, asking why you're still in the vault and saying you're supposed to be leaving. You have three options.
-Telling the person you were on your way out after taking care of some final business. They will end the conversation, but afterwards, the loyalists will all act as if you are trespassing in the vault. After another two hours, the vault will turn hostile. If you chose not to get involved, you will have to kill everyone to get credit for the quest.
-Pass a speech check telling the person that if they want you to leave, then they have to ask nicer. Fail and they say they would rather die than speak nicely to wasteland scum. At this point you can either turn hostile and attack ("Those words are perfect for your tombstone!") or you can attempt to pass another speech check saying that they should try saying please next time. Fail and the person will either turn hostile and attack or yell for security. Passing either speech check will cause them to begrudgingly ask you to leave in a nicer way, though it obviously pains them to do so, in a way that makes you feel real good.
-Flat out say you're not going anywhere. This responds in the whole vault turning permanently hostile. Again, if you chose not to get involved, you'll have to kill everyone to finish the quest.
Changes to other ideas.
3. If Officer Mack is killed during Escape, Wally and Allen will have an even more hostile attitude towards you if you killed him. If Amata killed him, they will still pin much of the blame on you. Gloria and Susie will be upset about his death but they hold no grudge against you or Amata. However, if Amata killed Mack, Wally and Allen have disowned Susie for siding with his killer over the vault, claiming it is an insult to his memory. If you defend Amata's actions, saying that she acted in self-defense considering her situation, Wally and Allen will turn hostile and attack you. You will not lose karma for killing them as it is self-defense. Even if you killed Officer Mack or if he is still alive, Wally and Allen have disowned Susie for joining the rebels, considering her a traitor. If you kill her, the Mack men will thank you, though Gloria won't be too happy.
12.Amata's Vengeance-Pass a speech check with Amata during your confrontation with her, saying she's become no better than her own father, and she will realize with horror that you are right. She will not turn hostile after the confrontation and you will get good karma.