Hmmm, that's an interesting take, I've only ever modded Bethesda games. Maybe I'll have to try something else. Going back to the original question, I found out If you put a script on the quest the fragment is in, you don't have to add the script as a property. If it's a quest stage fragment, you can put this in the fragment:
MyFollowerStartScript ScriptRef = Self as MyFollowerStartScript ScriptRef.SomeFunction()
If the fragment is a dialogue fragment you can do:
MyFollowerStartScript ScriptRef = GetOwningQuest() as MyFollowerStartScript ScriptRef.SomeFunction()
This is handy if you're using the functions in the quest script in a bunch of different fragments or scripts, so you don't have to add the script as a property in each one. You can also use the properties already added in the quest script using the same method.