I've learned over time to be absolutely ruthless when it comes to inventory and people management. I figure, if they're not coming with me on the RV at the end of the level, I'm not going to part with things I've found for my own group. It's beyond annoying if you go to grab something and it's with an NPC that's "on a mission". Also, I lost an SUV full of rucksacks when some IDIOT NPC grabbed a grenade launcher and manned the watchtower. So, as soon as I bring someone into my enclave and can switch to them, I make sure they have only the inventory I want them to have. I don't want them completely unarmed, so they'll typically keep whatever melee weapon they start with. If they have something good, I'll swap it with a 2x4, as I keep a few junk weapons in the back of a car outside the base just for that purpose. I'll also remove their backpack if equipped and whatever meds or random items will get stored in a trunk for trade purposes. If they had a gun, it'll either go in my locker or get deposited with another enclave for the influence. (I'd like to thank Joel Macon for my latest .44 Automag.) Then I'll go to my locker and equip them with 3 bullets of different calibers. Their inventory will remain full, meaning they'll never pull anything from your locker. If they happen to get killed, all that you have to remove from your locker is their junk weapon, as you got your ammo back. I *think* this also works well for watchtower duty, as only my main people are armed, and they all have weapons with suppressors. Whether or not their shooting XP comes into play I can't say, but it seems like they do make kills from farther away.