Haha yeah the mod I posted is a bit of a hack job, but I guess people are limited without the construction set.
I am curious as to how "funky" the interiors of your version are.

I'm not arachnophobic myself, but hopefully it can help some people here.
The climate data won't be there, so the cells will look like they do in the render window of the editor, kinda flat. Admittedly, it's hacked as well, but should be better than "goofy bears" named as and behaving like spiders.
Hmmm... I think I've just figured out a way to avoid cell edits but still get rid of the spiders before the CK hits.
*tinkers*
This is gonna take awhile and I've got plans tonight. Should be done tomorrow. Basically, the spider _NPCs will be overridden by contextually correct creatures of other types which will be duplicates of other _NPC forms. There's one spider associated with a quest, it looks like, and I'm not touching it. The rest will be skeevers, trolls, mudcrabs, foxes, wolves, etc.
What I'll do, when the CK comes out, is make a mask or ring that adds the player to the spider faction while equipped, much like the ghoul mask in FO3 but for spiders. So long as you don't pick a fight with a spider, it'll ignore you. Since there are still gonna be spider webs and eggs all over, it would make more sense to neutralize than substitute 'em, yeah?
Sunday: Gah! Left my USB3 cables at my friend's last night and cannot continue working on it until I get them back. Will bump this with a new reply ASAP.