Again, that's kind of confusing. Do you mean you need to play his previous builds, before he releases a new one to toy with? And if so, don't worry about testing each build, just grab his latest one whenever you get a chance.
Yeah, all of these builds build upon one another, so the latest build will have all the features of and some extra bugfixes for the old builds.
So is this committed to to trunk? I can imagine that the WC saga guys have been looking forward to something like this for their mod. In remember once reading once that they were.
Though what happens if AI tries to fly trough debris? I remember loosing the Colossus after destroying the first sathanas because a huge hunk of debris went and collided with the ship. That was a real killer for me, right when I thought I had won the mission.
Don't get me wrong I personally love it and feel it really enhances game, in my perspective. But there are bound to be a few missions suddenly made more challenging. Though I don't really mind redoing a mission. who knows on the other hand it could also make a mission slightly easier 
It's not committed to trunk but I expect it to be. This sat in the unstable branch for quite awhile without problem, and it'll let people work on better debris for the MediaVPs and have it take effect in 3.6.10.
If AI tries to fly through debris, it'll be a problem if the AI doesn't have any debris avoidance code. I don't think it does, since it wasn't a big issue in Freespace 2, but I haven't actually checked. It'll be up to the people making the debris to make sure that it doesn't cause any problems. It's not going to change anything as long as the table settings aren't there.
Couple of questions.
Firstly, would it be possibly, to have like a split debris? Where you can define to have half the ship float a little ways off, and it looks like the ship has been split into by the shockwave.
Secondly, Would it be possibly to up the HP on the debris, where when you shoot a hulk it adds momentum to the piece without destroying it, so that when it is hit it goes flying off. It would actually give the illusion that you are blowing off pieces.
The first thing is already in. I guess I didn't mention it in the first post, but in addition to the above settings, I've also been using "$Expl Propagates: NO" to take screenshots. This is because for capital ships, Freespace 2 will split things up, and it looks a bit odd to have spaced-out debris just sitting there. Or at least it did when I was testing, but then again I was expecting to get ship hulks - so it might be something to play with on certain models and with different speed settings.
Second thing is that I've noticed debris seems pretty strong when hit with primaries. However, I haven't tried hitting it with a Tsunami or something. I would guess it'd be pretty easy to add momentum to the piece - rotational momentum might be a *****. I also don't know how well debris would handle collisions with each other or if that's what people would want, and finally, I'd also have to deal with the mass of the object as well. Obviously you don't want a Fenris-sized chunk moving as fast as a fighter-sized chunk when you hit it with something. I could simulate that with radius, but mass would be a lot more accurate and reasonable as well (and possibly seem more intuitively correct, as it would be a proportion of what the original ship did when you hit it.)