Thanks for the responses so far. To address a few points..
Also, make sure your duct-tape pouches and holsters are well-reinforced. Tape and cardboard can have a habit of keeping together nicely during short practice sessions and then coming apart on you in the middle of a multi-hour mission. Make sure the belt loops in particular are as secure as you can possibly make them.
I'm reasonably confident on this aspect. Every connection point has multiple layers of duct tape, and the belt loops have that as well as some grocery bag ties that I threaded through the area around the top. Thanks for the reminder, though. A double check never hurts.
Words on dump pouches.
I definitely see the merits of dump pouches, as you both have mentioned. I'm gonna have to get creative with my resources as I don't have anything similar to or purpose-built to serve as one. My current line of thinking is along the lines of repurposing a plastic bag with reasonably strong plastic, poking holes and threading grocery bag ties through them to form impromptu belt loops. Should plastic strength be a concern, I could double up. My dorm has trash can bags strong enough, if rather oversized.
I take it that you carry that 12-rounder because you don't have more than 4 18-rounders. I'd recommend upgrading it to another 18-rounder, if you can. This isn't just for the 6 extra darts: if all of your magazines have the same capacity, you'll only need to keep track of how many rounds you've fired, not which mag you are using. This is a small reduction in cognitive load, but under pressure, every bit counts.
That would be a correct assumption. I'm hesitant to spend any more on this, as I don't have too much money to spare. I would like to add, however, that my mags will all initially have the last 4 darts be green Zombiestrike darts, to contrast with the blue Elites and give me a heads up that I should reload very soon. Naturally, this will change as the mission progresses and I refill my mags with misc. ammo.
Some players like to keep a sock or two in hand while using a blaster. This will give you a slightly less secure grip, but it will provide a backup toss if your blaster jams or you are suddenly rushed from the side.
I see the merits, but personally I'm acquainted enough with handling/using real firearms that it would throw me off while using the EAT. My pumping hand (giggity) would be concerned with maintaining a good grip on the slide and ensuring proper cycling, while my grip hand is comfortable enough on the pistol grip that putting a sock in its palm disrupts my aim (I've tried), while in my fingertips is distracting and also messes up my trigger pull.
However, I just realized while typing this that I could easily put a sock in my non-firing/priming hand while using my Triad, so there's a bonus.
I might also try rigging a sock to hang from the sling mount on the EAT's pistol grip, so as to have at least one sock handy.
EDIT: It turned out that mounting a sock underneath the EAT's pistol grip was as simple as threading a reasonably thick rubber band through the sling mount and then putting a sock through the two smaller loops that result. Readying it is as simple as pushing on the end facing towards the magazine with your pumping hand's thumb and letting it slide right into your palm. Not instantaneous, but still useful.
Strongarms have an unusual sort of slamfire wherein they fire when the slide is in the rearmost position. This makes them very good for use in emergencies when one zombie gets uncomfortably close. If you can comfortably holster one, use it instead of the Triad.
The Strongarm was my primary fall game, and while I do like it, I'm planning on lending out one or possibly both this next game, so my plans currently hinge on the Triad. I'm also lacking a holster for a Strongarm or the extra resources to make one, so there's that. And while this might seem silly, I did also put a lot of work into my Triad holster, which works beautifully, so as irrational as it might seem, I would like to use it this game, just for the worksmanship.
If you can find shorts or pants with very big pockets (check your local thrift stores), this makes a great way to carry extra darts/mags/a water bottle / etc. The things in your pockets won't be as easily accessible as the things on your belt, but at least you will have them with you.
I have a pair of Boy Scout cargo pants, which I neglected to mention in my OP, so those pockets and cargo pockets will come in handy. I generally prefer not to put bulky things in them, however, as they hurt my mobility when running. Probably going to keep it to darts.
I have found that the easiest way to get to class during a game of HvZ is to travel to class very early in the morning, just after the buildings unlock and before any significant number of zombies are willing to be awake, let alone on campus. Likewise, staying in a building after it closes (which is easy, unless your security checks every room during closing) and walking home in the wee hours of the morning will keep you safe from zombies. This is really just a more extreme version of taking little-used routes. Depending on your campus and the surrounding community, this might be a bad idea for other reasons, though.
Unique, but I personally doubt I'm going to play that
hardcore. For me, it's a bit much. It'd also screw with my sleep schedule, and the resulting interface screw with my senses would probably get me killed.
For a major university, my campus is surprisingly small - 15 minute's fast walk can take you across the whole thing. While I may not feel like using odd hours, I've had my inter-class routes planned for months now, and I've already walked through them several times. For OPSEC, I won't go into detail. Still, I am interested in seeing how other players go about their week, so I appreciate the info.