Oh yeah, so you were asking about the dynamic blocks for GameData people, it's actually extremely simple.
First, FID, AID, or MPID labels all don't matter, the only thing that matters is the PID, which is why I used Niles' labels in the example file I posted for Kaden since they were the shortest ones.
Anyways, so basically, you make a normal character block with the stats you want to have, say you make the PID be PID_B_Oboro, on the normal character block, however, instead of using the GameData Character ID, you need to follow the normal enemy Character ID standards (such as 7D 01 for example), then at 0x28 is where you put their actual Character ID.
What happens is, in Dispos you will place the label for PID_B_Oboro, as soon as the unit is spawned, the game sees the Character ID at 0x28, and PID_B_Oboro will be replaced with whoever has the character ID listed at 0x28, but will keep the attributes of PID_B_Oboro such as stats, class, skills, etc.
So for example, in the script, you should never try to make events for PID_B_Oboro, since the PID is a single use disposable label, you can check the B_HANDOVER file from my Conquest swap, and you'll see what I mean.
Do note that if you use this method for kids, they'll correctly inherit everything except Hair Color, it seems this system wasn't made to be used with kids.