EIAB_DrawWeapon and EIAB_Signs are not blocked for the Pyres of Novigrad Triss' house sequence.
EIAB_DrawWeapon is not blocked, but EIAB_Signs is for the Turn, Turn, Tournament Dwarves sequence.
Meanwhile, in the quest Broken Flowers at the Thyme & Rosemary, while Helping Zoltan with thugs, EIAB_DrawWeapon and EIAB_Signs are both blocked. Neither of these quest fist fights is considered a FistFightMiniGame.
Strangely, EIAB_SwordAttack is also blocked for Broken Flowers (returns action not allowed), but not Pyres of Novigrad or Tournament Dwarves.
Probably applies to other sequences. Not sure if by design, or an oversight when quests were redesigned. Watching the 2 town clowns cower in fear when you pull out a sword was briefly amusing... or using Aard on them. It's difficult (or impossible) to design checks for these conditions if you don't block them for quests, since curNPC.GetPreferedCombatStyle() != EBG_Combat_Fists is unreliable, due to peasants and other characters that are not technically a 'fist fight' (not mini-game). - edit: Oh, was this because of the fact that some checks would bypass the action block while others would not? In any case, I don't know...
TLDR: Quest NPCs need BCS_Fistfighter stat or some flag to determine status, but that's too much work. They don't even have tag 'Quest'. Oh wait, they do have a flag 'main_quest_opponent'... rules out everything except Dwarves or pseudo-'fistfight' quest opponents with weapons held.

'main_quest_fistfighter', 'main_quest_opponent_fists', 'main_fistfight_bossman' ??????

'main_quest_opponent_dwarf_with_weapon_held_messing_up_gwent_tournament'?
'main_quest_fistfighter' or simply 'fistfighter' on top of the 'main_quest_opponent' tag would be so helpful, because it would rule out actual opponents, who have not yet drawn their weapons when combat starts, or those who have weapons like the Dwarves. Should also be added to minigame NPCs. In short, it would fix all of the weapon switching problems... Anyways, just add the tag, if you can, I'll fix the rest... ;o
This goes back to my initial observations about weapon selection. I have here, before me, in the Broken Flowers quest, an NPC without a weapon that's returning EBG_Combat_1Handed_Blunt (even though he's not holding a weapon/club like the Tournament Dwarves but fists), and while staggered EBG_None... but not EBG_Combat_Fists... completely unreliable. Which means that even if the quest blocks are put in place, I still can't figure out a way to read their state correctly... there's also curNPC.HasWeaponDrawn(false), but that also applies to other peasants, and will fail at Tournament Dwarves and this one other I can't remember, etc... The only thing I can reasonably do (if blocks are put in place) is prevent switching from fists if fists are already equipped, only in cases where there are no enemies holding weapons in range (oh right, I forgot, that will fail at Dwarves), but the fists must be forced from quest and weapons blocked...
Apparently, it's possible to circumvent that condition when 1 thug runs out the door, since you're out of combat range, then get stuck with a sword again...
not even sure it can be solved. (it can, with 'main_quest_opponent' tag, but not for Dwarves or those holding weapons) I assume this applies to vanilla as well, not just my modifications, since out of combat, EIAB_DrawWeapon is no longer blocked. The quest simply ends a few seconds later though, and you speak with Zoltan anyways, but it might break other things.
Apparently, it just triggers the scripted response when you run out of quest range. This same thing occurs if you glitch near the door during Pyres of Novigrad a Triss' house. Even though you cannot normally leave the premises, you can eventually trigger it by hugging the wall. It's also possible to trigger the fail response by hitting them with a sword or damage from igni. It actually fails when they go to attack and 'register' your current weapon, only after being hit though, so you can hit them with fists, swap to sword, and get a fail trigger.
---- update
Yea, you see, even this is useless against archers which are also 'main_quest_opponent'.
Need a 'fistfighter' tag or BCS_Fistfighter stat for all quest and minigame NPCs...
curTarget.HasTag('main_quest_opponent') && !curTarget.HasWeaponDrawn(false)
Similar to this statement in vanilla code, which I mentioned in the mod thread:
if ( targetToDrawAgainst.IsHuman() && ( !hasPhysicalWeapon || ( targetToDrawAgainst.GetAttitude( thePlayer ) != AIA_Hostile ) ) )
hasPhysicalWeapon only checks if a weapon is drawn, and in the middle of swapping weapons, archers will break everything. You'd need to design a function to check inventory for bows, or preferred combat style, etc... so many conditions, for so many enemy types and styles... will simply end up breaking everything anyways.
Also, the Quest The Dwarven Document Dilemma seems to have EIABs set correctly. This is a 'minigame' though.
---- other issues
Many cutscenes, such as the Woodland Beast contract, Pyres of Novigrad at Triss' house, Talking to Yen at Vizima, Oliver Gwent, suffer from character animation and other visual glitches, flashing screens, and dynamic lights popping in and out, or scenes being completely redrawn. Applies to many others as well.
Minor: Keira's arms are missing in the change of clothes scene. Green aura emanating from Keira's is a flat disc with distinct edges.