Publishing multiple dependent asset packs

Seeking some advice on how to setup my offers for publication. Our offers break down as:

  • We have a code module that all the content will depend on,

  • We have a set of base assets that other content will depend on,

  • We have 3+ sets of individual and independent assets that require the code and the base assets,

We are thinking the best way to release this would be:

  • Code plugin with no assets,

  • Base asset pack with dependency on code plugin,

  • Asset pack #1 with dependency on base asset pack and code plugin,

  • Asset pack #2 with dependency on base asset pack and code plugin,

  • Asset pack #3 with dependency on base asset pack and code plugin,

  • Future Asset pack #N with dependency on base asset pack and code plugin,

Q1: You can set the dependency on the code plugin in the assetpack’s uproject. You can’t specify a dependency on an base assetpack. Is there a way other than documentation?
Q2: Can an assetpack dependency on a code plugin specify a minimum version of that code plugin? If the code plugin is updated to support something in Asset#3, then it seems like a minimum version in Asset#3 is necessary.
Q3: If someone were to download Asset Pack #1 with nothing else already downloaded, would the epic games launcher automatically install or prompt the user to install the code plugin?
Q4: If multiple products from a single publisher use the same folder path, does the epic games launcher have any issues with install? Say our Asset Pack #1 has \Content\FunTime\AssetPack1Stuff. And Asset Pack #2 has \Content\FunTime\AssetPack2Stuff. Is there any issue with the common \Content\Funtime?
Q5: Related to Q4, since Fab requires the uproject filename be the same as the root folder under \Content, is there any issue with all my asset packs having the same uproject name and root \Content folder? For example every asset pack would have FunTime.uproject and a Content\Funtime folder, but under that different assets.