1. Unit Tutorial. A tutorial that assumes you have your models, textures, tools and you’re ready to get them into BF2. If I simply export my model to a .msh file. How would I know if the mesh it’s animated and stuff like that.
There are varying degrees of "ready-" you're going to have to be more clear on this one. It sounds like you might have a new model you're trying to get ingame? Let us know.
2. Shine and Glow Tutorial. How do I make my unit Shine/Reflect/Glow?
This you'll need to add environmental mapping to your model - in XSI, if it's new, if it's not, it might be easier to hexedit this on. RepSharpshooter's your man in that case, he's already got a set of models with the envmaps hex'd on.
3. Cloth Tutorial. How do I make a part of the mesh (any part I want) behave like cloth, without going through my mesh and reacting to wind in game?
You're gonna need to change the properties of the mesh part in XSI and then reexport if you're hung up on doing this with a part of a mesh you've already made. If you're looking for a quicker, dirtier way, you can use preexisting BF2 cloth pieces and just hexedit them on.
4. Heroes. Can I put 2 or more heroes on a map, besides the normal units, so that the bots can’t use ‘em, or a system that allows only one bot to load a hero, so I don’t get 2 Luke or 2 Hans...? How do I put Heroes in Space battles so that the bots can’t use the Heroes?
BF2 only allows one hero per team. You can try and get more on, but it's an odd system and it'll be buggy. You can make normal units inaccessible to AI, simply by adjusting the spawn counts of that unit. Heroes in space are the same as heroes on a land map.
5. LightSaber. How do I make LightSaber Block on all the time, even in running/jumping…? Adding animation for blocking behind shots, can it be done?
You'll need to edit the unit's .combo file and put the unit in a perpetual "block" state. You can adjust the cone in which the unit will block in there as well.
6. The Force. Is there a way to make a Sith/Jedi have more then 2 force powers and bind them to keys, if so how?
Yes. Just add them as you would any weapon to the unit's .odf. You can't "bind" more than the 2 keys we have already for primary and secondary fire, though.
7. Dismemberment. Can there be Dismemberment on all units?
There can't be real dismemberment on
any units. You could do some cheap workarounds with particle .fx, but believe me when I say it would look very, very sloppy.
Welcome to GT. A note for the future, it'll probably be easier for you if you address individual issues one or two at a time, instead of seven at a time.