I finally got back to working on this.
Phase 1 is complete. It adds dependent as a role and gives them their own dropdown. This is just a simple addition that moves dependents out of the general combat/support roster. Also resets the pay when you flag a dependent from true to false.
Phase 2 in progress. This handles adjustable pay/overhead spent on the dependents.
So far I haven't had issues with the code change. May need cleanup and further testing. You will need to update any current dependents of their new role (change primary role). All new dependents will do this automatically.
Phase 2 complete, new patch uploaded for testing. Works for me so far.
Phase 3... I am up for ideas. Only known issue is getting dependents out of the Personnel Market. Hire and Hire in Bulk are ok as it partially simplifies things and leaves you with an unskilled dependent though I am not sure if this will cause any funny business (yet)
Rework. Everything runs fine though this is may not be final. See dependents thread in megamek forums.
Latest patch r17-r17b
r17 - This is the base and handles setting primary and secondary roles (as well as adding astech skill) when hiring people for use as dependents. It does not assume that they are astechs and will set secondary skills accordingly (Medic or Astech).
r17a - This is based off my question about if secondary astechs should count when using the temp astech "Bring astech team to full strength". It takes the assumption that it should only count primary astechs. No other changes.
r17b - Based off the same question above but follows the assumption that both primary and secondary (as currently used) are counted. In this case the base code is modified to give all dependets T_NONE for both primary and secondary roles.
Diff:
Closed and removed per this request.
http://bg.battletech.com/forums/megamek-games/new-demo-release-refit-tech-menu-time-management/msg1064979/#msg1064979