I believe my se_fort_i with functioning gate and plaza in the keep is in Roz's PSF file at your link. I just had a bear of a time getting this to load as a buildable slave fort in a Steel campaign, it kept defaulting to me_fort_b, the default ME fort, since it was built by a rebelling ME general (I control rebels in developer's hotseat mode), plus I have changed slaves to greek culture for ambient scenery testing, etc.
This settlement still needs some tweaking with plaza and pathfinding. Those super high arrow towers work, if you expand the radius in desc walls (I tested but reverted values after I saw it worked)! The best way I found to test pathfinding is in a campaign; build where you are likely to be besieged by the AI (or control ai faction to setup a siege) and then sally out. As the AI mills around outside you can explore all areas and see how units fit and move. Some of the stock wall paths have errors! If you ever see a unit stuck at a wall entrance in a stock settlement you know their is an error there that can usually be fixed with a one pixel 0,63,0 indentation at that spot in the pathfinding tga.
ne_medium_encampment needs a few path tweaks and some variations textures and I will upload. Showing up frequently on battlemap.
The tents are indestructable with collision (they block projectiles) ;-)
Also working on me_large_estate with pathfinding and new functional fountain sounds, very nice..
UPDATES *** se_fort_g pathfixes for Roz and all..check readme for install