Solved, sort of. Am moving on to the supporting tools in hopes that the scripting will be extended by the time I am finished. Was not aware that permissions on script-rezzed objects were maintained, though it does seem obvious now.
I set the prims out of which the object will be built (not the fabber though) for sale and added a script to self-destruct them on command from the fabber. The changed(12

event removes the prim-configuration and self-destruct scripts. The price and sale options of an object are set by its link root, so can be set easily: The fabber has a saleable object for each needed price and configuration of root, plus unsaleable objects for the link children. Could also produce freebie objects the same way.
Limitations: Each linked object needs to be purchased individually. There is no way to support automatically boxing the produced object(s) or giving them to a user upon a single payment. No way to dynamically create scripts/notecards/etc, they need to be installed in the fabricator manually to be copied to children.
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Have a few possibilities for how the deployment will work out. Feel free to think about it for later or PM me, I will probably start a thread elsewhere before making a final decision. Unless there are more scripting ideas, this thread should die...
API open or closed?
Implementation proprietary, GPL, BSD, public domain?
Owned by vendor or customer?
If vendor, activated automatically or manually?
If customer, bound to a single vendor or open to all vendors?
Run at shop or on customer's land? (high-prim houses!)
Billed per-fabber, per-object, by another mechanism
(e.g. service that sends instructions to the fabbers)
And yes, believe it or not, I am mulling a fair number of the combinations. The fabber is not horribly complicated to write, I rather hope a good coder could do it in a weekend. On the other hand there are a lot of lines involved, so I would like to see something back from it.
The really interesting (and complex) work is in the programs that feed the fabber instructions: everything from a drag-and-drop house designer to a full-blown model importer just has to send some e-mail to a fabber to get the objects in-world.