I had forgotten if the Arroyo getting grabbed was on a time trigger or finding the GECK, or both, but since Hoplite doesn''t want to care about Arroyo in this playthrough, it won't do much differences. I could know if I was modding the original game campaign I guess.
Cool details, the dog being served for food and such, I had heard about Arroyo changing as time went, but going back without the GECK never seemed a very roleplay thing to do, even more if your character care about saving the village so.
I always liked The time limits of Fallout 1, for the water chip and the vault invasion. I know Tim Cain said he would take them out nowadays, but I think it would be a mistake. It woudn't have worked in F2 because the world is too big, but I guess the game's mistake there is to have a main quest concept of 'saving your home from a apparently urgent disaster', again. It doesn't really work with Fallout 2 world design.
Mutants attacks in 1 are interesting in concepts, but they needed more than just to pass a certain day and find a hostile map full of hostile super mutants to be fleshed out, I can understand why there were almost all desactivated in-game time and kept for the ending slides.