MartinF answered all these but I'll throw out a few additional comments.
1) There is built-in functionality in M&B to take screenshots by pressing CTRL+Insert and it saves it in your My Documents folder. However, this is a large BMP file, so I usually either convert it to a JPG or use a 3rd party program like MartinF mentioned.
2) First, I really can't model or texture much at all. But originally when I was the only person working on this mod I attempted to replace textures or re-texture existing models to make this mod. So I did textures for the basic speeder bikes, the FC-20 speeder, the imperial and rebel officer uniforms, force powers, lots of scene props, laser scope, advanced medpac, eyepieces, etc. Some that I found pictures for came out decent (jedi master robe, thermal detonators, training remote, etc) but the majority of them are pretty awful. Over the past few months people like TakiJap, Vector Dalon, and Geroj have been adding or improving a lot of these textures\models, but there is still more work to do. Although the speeder bikes really need an improved texture we have not touched those yet and I don't think we'll have time before the next release. However, if people want to help out, I have absolutely no problem if anybody thinks they can add or improve the model/texture or help with other types of things like sounds, dialogs, scene editing, etc, since we could use the help. Few comments on this:
a) we have done a lot of work that is not in the current release, so before starting on something you may want to send me a PM
b) performance will be a factor, so if somebody re-textures a speeder bike with a 2048x2048 texture that is too big, or if you create a new models with 2000 poly's that may be too much, etc. If its something that is only use in a limited basis than it may be fine, but something like the speeder bikes need to be lower-poly so that is why I am currently using different colored versions of the basic speeder and not the higher-poly military speeder for all faction troops. There are other options for higher-poly stuff like creating lower-poly LOD's (level of details) for the models, etc.
3) Yeah, armor needs to be rigged, rigging is a very sought after skill in the M&B community, and the people on our team who can do it have a limited amount of time. So the easiest options are learn to rig, re-texture existing armor, or use one of those auto-rig programs. I've heard the something like the Wings3D auto-rig program works well if the models are close, so if you wanted to export a native item and re-do the uv-mapping and then use that to re-rig it then it would probably work. TakiJap also created some jackets/vests models and intentionally did the uv-mapping so it would be easy to just modify the texture and not have to re-rig it, so if you check this thread you can see some examples, http://forums.taleworlds.com/index.php/topic,57784.0.html but these models might work to create some new star wars armor.
4) MartinF summarized this well. Its not a super high-priority but I want to eventually try and switch it so they just don't appear in the weapon shop, etc. I also don't want to incredibly limit gameplay either since if the player wants to give everybody a lightsaber then that is their choice. So I could see something like a single quest you have to compete before you can access a force-sensitive merchant (or something like that), possibly adding some stat requirements, increasing the prices, etc, but not massively limiting them.
and as MartinF said, we can also use help modeling. One thing we've been trying to do is replace native scene props with star wars items of the same shape/size. For example, Geroj made a better torch so I just switched the torch model and this globally changed the torch in every scene and made the game a lot better. I'm doing this same concept with the horse in scenes, etc. So if you walk around town and see a model that looks too much like a native item (barrel, ladder, wheel, cart, log pile, fence, etc) we could use a similar size/shaped star wars model to globally change all scenes. We'll manually do scene editing for some parts (like the cantina) but this concept allows for quick changes, and these new model can be re-used later when we manually do scene editing.