I'm afraid what you're requesting is currently not possible in an OXP.
Spartan wrote:What I want is something that will check the manifest after a scooping or processing event and maintain the correct space available information. No more of this report of a full cargo bay when you still have 6 tons of space going to waste.
The problem here is the way how Oolite internally handles cargo pods. For each item you scoop the game engine decreases your available cargo space by 1 and increases your used cargo space by 1. This is strictly per item and has nothing to do with the content of the container. A script can manipulate the container content, making it empty, or making it contain more than one ton. But it doesn't interfere with the underlying simple counter for your free cargo space. This just goes down by 1 for each pod (or splinter). The basic counter is what determines your free cargo space, and shuts your scoops down when it has reached 0. The display of your manifest (how much cargo you carry of each item) is independent from that counter. There are only two points when the two are synchronized: during locking and during launch.
Scripts (and therefore OXPs) have no control over the basic counter. Therefore they cannot add additional synchronization events.
Therefore, if you want to change that, you would have to file a feature request in the Suggestion Box forum. Currently no feature requests are accepted, though. You can only file it for the record, to be considered for future versions of Oolite.
Spartan wrote:I would love to request a scanner that can detect the presence of trumbles or a certain paw print on the pod and immediately vaporize said pod...

A
cargo scanner OXP has just been released. I don't know whether it can catch trumbles as well. You could ask the author to include such a scan.
However, as there are multiple ways to add a trumble through scooping a pod (the trumble doesn't for instance need to be 'inside' the pod before it gets scooped), I don't think that it can be made fool proof. This is again caused by how the game engine works. From a game engine perspective, all cargo pods are empty as long as they are floating in space (which is when you can only scan them). Their actual content is only determined the moment you scoop them, not before.