Yup, pretty much the same for me, though I have found that the part names can be blastshield_1, or blast_shield_1_pct so I dont think the actual part name is important at all, what is important is the modeldef you assign in the animation tool manager roll out.
I had mine set up exactly like yours but blast 0 failed to work, blast 1 worked fine, but thats behind cat 2 !.
Everything on the face of it checks out the same as everyone elses, its almost like my sim wont see blast 0, but does see blast 4, what concerns me more is that the default carrier is also 1-4, yet everyone here is using 0-3 and they all work, and it was only your counclusion that caps C made the other cats work, so if I've matched the default by Hex edititng then it should be ok, but then how is everyone elses working ?.
Even with just one cat blast 0 refuses to work on the face of it I've done something wrong, but then why does blast 4 work, it'd be handy if some one else just hex edited there blast 3 to 4 and saw what happened in sim, my gut is that it will work.
I seem to recall similar things with tires, the SDK required tire_still, slow, blurred, but if you just named it c_tire it did the whole lot automatically.
The only other difference is that I'm not testing in a mission, I'm in free flight from an AI moving carrier.
I tell ya, its enough to drive anyone insane !.