1) Associate our HAKs with a new module and you'll see all the tilesets we have as available options.
2a) Guild halls are special cases typically, and the secondary door is always perpetually unlocked. For personal homes, clearly this presents a security issue unless the interior is designed with blocked-off areas, such as the Orc Bashers shop.
2b) I believe there is a reason why there is only one "real" door per housing area, that being the main door "remembers" some things at runtime. If there are two doors, they can get out of sync with one another. As well, the door tagging is critical both for the function of the door but also for the proper functioning of exits from the interior.
2c) Unless the exterior house tile already has a secondary and unused door, having multiple doors would take an external change as well, which I believe we have priced as adding the original house cost to the remodel cost.
As further comments, with 2b, I would only entertain the possibility of having a secondary exit (i.e. inside-to-outside only) assuming that a secondary unused door exists on the exterior.
As well, we don't do any custom scripting for housing (normal or guild) for any purpose. Along the same vein, we won't issue custom keys to secondary doors, whether to lock an internal door (i.e to secure a room) or to allow an alternate means of entry not linked to the housing system in a mechanical way.