I too would be interested in the idea of using the Vanilla Mod with the Kingdoms exe (that is, to simply substitute the 1.5 for the 1.2 exe), so that I could play the vanilla mod for the Grand Campaign, but also take advantage of some the enhancements that Kingdoms exe has added (e.g., controllable reinforcements, additional scripting commands, etc.).

So, my question is, are there any items that have been fixed in the Vanilla mod that Creative Assembly has addressed in the Kindgoms 1.4 or 1.5 exe? (Since any such fixes might require changes in the Vanilla Mod files to make them compatible with the 1.5 exe).

For an example of what I mean, in the discussion of the Retfrofit mod 1.0 at TWC, Unspoken Knight noted that the Kingdoms exe fixed the existing bug that the the global starting action points were not overridden by the particular character type starting action points in one of the AI files.