@frenzy85
I made a testing script "i p chk bypass test", which planted a bypass that force the game to set the highest value allowed everytime the game tried to write the new proficiency to the stack for later level check. not sure it'd fix the problem though. please have a test if you have time.
note that on the op code on "cJmpIfProficiencyNotMax-22"
it'd write to the stacks before it does the max check, it may be just a left out backup though, didn't trace that part. doubt I'd pursue it should this test doesn't work, as the updated script in the table on the first post should be sufficed for the purpose...