Just a quick update on the level. I've gone back and reworked some of my kismet sequences to fix some bugs-- The end door counter didn't work after all. What I ended up doing was splitting up the cube activation and player activation triggers. So the player and cube can still turn the button on/ off. However, as soon as there's a cube on the button it toggles the player trigger to prevent the following scenario from being a problem: Player puts a cube on the button then stands on the button and then removes the cube-- the result is the trigger braking. Also the final door trigger as be simplified to a double compare. Now with that fixed the last hurdle was getting the triggers to recognized the cubes.
Updated kismet of final door
Lucky for me I found some snippets of code on Hourences.com that fixed my cube problem. The new script allows me to bring in my cubes as KActors which can now activate the touch triggers. It's safe to say that the class deceleration I wrote in Visual Studios doesn't work:(
Anyways, I was able to grab that snippet of code and bring it right into the current level and get it working, and here's a video play through to prove it! Even the shield doors work-- noticed how I throw the cube at it and it disappears? No problem, I'll just have the handy dropper make me a new one.