I've spoken to the people who do the coding on my team xD
Hi K Kin,
I just posted this in my own forum posts. You may find some of it useful to bear in mind as you pass on info to your team:-
EDIT: Some parts of the list below may NOT apply, as I know PW are different. I think the biggest hurdles you will face doing a PW involve database ones and keeping track of the persistent data from day to day.
Regards,
Lance
FROM THIS POST:
http://forum.bioware...s-first/page-12
A FORUM *BONUS* POST: MULTI-PLAYER MODULES
Have you ever wondered why there are so few multi-player (MP) modules for NWN out there?
.... Or, at least, if you have found one, did you play it as a MP module with friends with any success?
NB: This is *not* about Persistent World (PW) coding, but about coding a module where more than one player can play at a time in co-op mode, with or without a DM at the helm. (PW are much more difficult I imagine.)
Here is the reason I ask .... Because there are *many* differences to cater for between a SP and a MP module. Here are just some examples:-
1) MP coding may have to cater for a DM being present or not (if started by the DM client).
2) If the DM is absent, a MP game started without the DM Client, has to consider who hosts the game from week to week.
3a) What happens if one player cannot make a session one week and their PC was carrying a critical item needed by the players?
3b) ... Or, what happens if a player has to leave the session early one week and their PC carries a critical plot item?
4) What happens when one player tries to enter a new area while the other players are in another part?
5) What happens when one player starts a critical plot conversation while the other players are in another part?
6) What happens with respect to journal entries from player to player (as they are acquired) .... Do they all get them correctly?
7) When accepting companions into the party (or creating PCs at the Party Generation Screen), who controls them? Who commands do they obey?
8) Extra XML coding for MP environment.
So, whether you are a player or a builder, you now know some of the hurdles that MP modules have to overcome. Put simply, there are *many* more aspects of the story and plot items that the builder has to consider when coding for a MP module.
... So who thought it was simply a case of sticking "SP or MP Module" in the module description? 
Hats off to PW coders!
Cheers,
Lance