Guys, I'm going to settle this issue once and for all. I understand how excited we all are by this amazing project - the drive to investigate the issue is both commendable and indicative of how great this community is BUT you are missing a few important points here (apologies if I end up labouring these points):
1) SS and Conqueror updates will ALWAYS be designed as backward compatible. If an update happens to violate this principle, the result will never be deliberate and corrections will be implemented later on, usually asap.
2) Kinggath's project is massive in scale despite being run by quite a small team. Advanced Papyrus scripting is out of reach for the majority of modders gravitating around the SS project, which further limits the amount of people working on core mechanics (to which the ability to launch assaults pertains). This means that a few bugs will sometimes slip through here and there, a perfectly natural occurrence that will require correction over time. Lacking the numbers of an actual studio, the team compensates with passion, time and discipline. And they're doing a pretty impressive job considering Bethesda itself is regularly proving unable to issue Fallout 76 updates without widely trashing the rest of their AAA game ;-)
To my understanding, KG himself does most of the heavy lifting in the scripting area. Through scripting, he creates a skeleton of raw potential that other modders can then exploit to add flesh and diversity. But this means that add-on pack authors (may they be settlement, plot or faction add-ons) have no leeway whatsoever concerning the modification of core mechanics. They are exclusively dressing the body of Frankengath's own monstrous creation. For example, when a faction pack author decides whether to make his faction a Liberator or Conqueror one, he merely has to select 0 for Conqueror or 1 for Liberator in a prebuilt box associated to the faction control data sheet created by KG. The system is as foolproof as it can be and anyone truly willing to create an add-on can do so without any former modding experience: KG's guides are great and the community is very helpful (I personally didn't know anything about modding three weeks before publishing the Forsaken Vaulters faction pack; if you want to make a pack, provided you have some time and enough willpower not to abandon when pulling your hair on some element you didn't understand outright during the few first days, you wholeheartedly can. And you should.) Yet, once again, as an add-on maker, you will have little to no impact on core mechanics.
3) If an issue affects all faction packs, chances are that the problem isn't circumstantial and related to bad parameters within the packs but rather structural and linked to a bug in core mechanics. Faction pack authors won't be able to do anything about that.
All in all, the assault bug will require a Conqueror fix in order to be corrected. What I mean by that is: RUN! SAVE YOUR SOULS! OR, IF YOU DARE, IF YOU ARE CRAZED ENOUGH TO STAY, SUFFER IN SILENCE THE DIRE PAINS AND MUFFLED SOUNDS OF YOUR ACHING GRIMACING BODY, TWISTED AND CONTORTED BY THE TICK TOCK OF THE RELENTLESS WAIT, FORCING YOU TO WALLOW IN LIMBO WHILE WAITING FOR A HOTFIX. A HOTFIX, WE SAY, A HOTFIX... ALAS...!
I hope I've managed to clarify the situation.