Didn't you start by saying that INI spawn points, whatever they are exactly, don't work with those actions either? I wanted to know if there was a way to get SpawnPtSpawn() to work. Looks like there isn't. I can't look at that script from SoD right now, but it probably uses SpawnPtActivate(), and I have no reason to doubt that one. But for my purposes, getting some monsters to appear rather than just setting up a trigger for the party to set off, only SpawnPtSpawn() would do. I'm sure the problem is not with names, they are straightforward, and "Spawn Point 1" and others from the vanilla game are already accepted by Near Infinity without a warning, even though, curiously, there is no such string in the tlk. So it seems as if "Spawn Point 1" is an object script name (or reference or whatever it would have to be for a spawn point) that already exists. However you assign it, that's the only name there is. I've tried editing an ARE and the name of a spawn point to read "SpawnPoint1", no spaces, in case it matters, but that didn't make it respond to SpawnPtSpawn() any better.
Looks like I'm going to have to go with a Monster Summoning.
As for friendly birds and such setting off active points, yep, they do that. My birds' allegiance was [PC], green but not controllable directly, well, they made xvarts appear.