The person you're looking for with all the answers is me. NwnE is - with the exception of several creature and other models by Cervantes and others - my work. to answer several of your questions...
1. NwnE is not compatible with Q. Numerous pieces of NwnE have already been incorporated into Q and more may follow. When? - I can't say for sure as I'm pretty busy atm and don't see that changing for a long time. NwnE assets will have no impact upon the Q override project Henesua is working on. All that will be contained in that project are files that do not require 2da modifications to implement.
2. NwnE is not compatible with CPP. However, CPP is compatible with NwnE. What this basically means is that NwnE would overwrite elements of CPP, which I wouldn't advise. CPP has all the fixes included in NwnE and, TBH, implements them in a much better manner. NwnE greatest strength is the new classes, spells, and feats which could be added over the top of a CPP installation. Personally, I would pick out what you want to add then modify the scripts to use the CPP spell engine as necessary. I'm sure Shadooow could help with this.
3. The tileset overrides are not in Q. Cervantes and I have been working on and off on the city override but its a slow process.
4. I have a ton of files on my other computer that I'll gladly share with you this weekend. These files include v1.2 and v1.3 and a v2 beta that was never released. The v2 uses the same assets but dramatically overhauled the NwnE script base.
5. NwnE is abandon ware. Do with it what you want. However, don't expect much help on my end as far as scripting goes. I can barely remember what most of the stuff was I was working on back then and certainly don't have the desire to reverse engineer something I no longer use or support. I'll get the files in dropbox on Sunday and you can chip off pieces of it to your heart's content.