no, they are the EF2 crew names...
as far as her name being "Alexander Munro", there is a way to change it...
if you use a TGL Editor (like the one at BCFiles), open Data/TGL folder and open Elite Force II Character Status...
youll see "XO" (line 5 ) and next to that says what the character's name... if im not mistaken, thats all you need to do to change the name of the character...
or, turn off the ToolTips option in the configuration menu when you load BC...
as far as switching out the heads/bodies, that takes a few more steps...
all the chief character scripts are in scripts/bridge/characters - look for saffi.py and open it...
look for -
CharacterPaths.UpdatePaths()
# Create the character
App.g_kModelManager.LoadModel(CharacterPaths.g_pcBodyNIFPath + "../Excalibur/starfleet/starfleet-base-female", "Bip01")
App.g_kModelManager.LoadModel(CharacterPaths.g_pcHeadNIFPath + "../Excalibur/starfleet/female-head01.NIF", None)
pSaffi = App.CharacterClass_Create(CharacterPaths.g_pcBodyNIFPath + "../Excalibur/starfleet/starfleet-base-female.nif", CharacterPaths.g_pcHeadNIFPath + "../Excalibur/starfleet/female-head01.NIF", 1)
pSaffi.ReplaceBodyAndHead(CharacterPaths.g_pcBodyTexPath + "../Excalibur/starfleet/female_bodies/female-red_body.tga", CharacterPaths.g_pcHeadTexPath + "../Excalibur/starfleet/female_faces/female01_head.tga")
all the nifs and such are located in data/Models/Characters/Excalibur/starfleet... looking around in there, youll find all different ones to choose from... so basically where it says "../Excalibur/starfleet/female-head01.NIF", change the female-head01.nif to something else... do they same for the other paths in that script to call for other things...
btw, pSaffi.ReplaceBodyAndHead(CharacterPaths.g_pcBodyTexPath + "../Excalibur/starfleet/female_bodies/female-red_body.tga", where it says "female-red_body.tga", that describes what color uniform the character has... there is also female-yellow_body, female-blue, etc also...
after playing around a bit, and seeing how the script is lined up to call for each thing, it is a matter of trying things out until youre happy with what you like...
also, the other place to change the path in the script to call for something else, is just below that area i posted above...
look for -
# Load Saffi's general dialogue lines.
LoadSounds()
pSaffi.AddFacialImage("Blink0", CharacterPaths.g_pcHeadTexPath + "..\Excalibur\starfleet\female_faces/female01_head.tga")
pSaffi.AddFacialImage("Blink1", CharacterPaths.g_pcHeadTexPath + "..\Excalibur\starfleet\female_faces/female01_head.tga")
pSaffi.AddFacialImage("Blink2", CharacterPaths.g_pcHeadTexPath + "..\Excalibur\starfleet\female_faces/female01_head.tga")
pSaffi.SetBlinkStages(3)
pSaffi.AddFacialImage("SpeakA", CharacterPaths.g_pcHeadTexPath + "..\Excalibur\starfleet\female_faces/female01_head.tga")
pSaffi.AddFacialImage("SpeakE", CharacterPaths.g_pcHeadTexPath + "..\Excalibur\starfleet\female_faces/female01_head.tga")
pSaffi.AddFacialImage("SpeakU", CharacterPaths.g_pcHeadTexPath + "..\Excalibur\starfleet\female_faces/female01_head.tga")
pSaffi.SetAnimatedSpeaking(1)
and change "..\Excalibur\starfleet\female_faces/female01_head.tga" to something else (just make sure you do it for each line)...
and not every EF2 character for BC is perfect, some of them have weird slight texture glitches; so it is a matter of trial and error until you get what you like...
i know this is poorly explained, im a bit tired at the moment and am thinking quickly...