Hm, ok, I'll wait with Homun S script then.
AEGIS is using one more function that is not reflected by that script.
CheckHomunLevel -> returns the homun level
CheckHomunMutation -> 0 if not evolved, 1 if evolved, 2 if Homun S
CheckHomunCall -> I think this returns if Call Homunculus is skilled
SetReadyMutationHomun -> This removes your current homunculus and you will get an Strange Embry (http://www.divine-pride.net/item/6415)
MutationHomun ID -> this actually gives you the new Homunculus.
Not sure why they are using the SetReadyMutationHomun.