Two possibilities, first, that ActionWait might be cancelling out the SetFacingPoint action, especially as things get queued up in the action queue. The conversation itself, with all its associated animations, might be messing up the action queue as well.
Second possibility, your fFacing might not be what you want it to be. As is, it seems the NPC will turn and face the same direction that the PC is facing (or rather, the direction the PC was facing when they arrived at the spot where the conversation was initiated--facings don't seem to get consistently updated). What you want, though, is for the NPC to face away from the PC. So I would get the NPC's current facing, assuming that they're facing the PC to begin with, and then add 180 degrees to turn them around. If the NPC's facing is bugged to begin with, you might have to do a little vector math to figure it out long-hand.
A simpler kludge would be to set down an i-point where you want the NPC to be facing, and then set the i-point as the listener when the NPC says his line.