Given how easy it is to edit the presets in D:OS2, there's really no point in doing it any other way. You simply (files are in \Data\Mods\Shared\CharacterCreation\ClassPresets) increase
Code
<attribute id="NumStartingTalentPoints" value="1" type="4" />
to value="2", and add a second talent underneath the currently existing talent:

Code
                        <node id="TalentAdded">
                            <attribute id="Talent" value="AnimalEmpathy" type="23" />
                        </node>
                        <node id="TalentAdded">
                            <attribute id="Talent" value="AnimalEmpathy" type="23" />
                        </node>


If a preset gains a talent twice, the talent point will be refunded, so in the above, the Preset would gain Pet Pal and a single Talent Point to put wherever you want. Of course, there's nothing stopping someone to "abuse" this in order to simply get an extra talent point, but honestly, who cares if that's how they use a mod? If not for a mod that adds Pet Pal, they'd just use Cheat Mod #5 anyway.

What annoys me is that the companions appears to be simply using the basic same presets as the player, though. I was hoping I could change their "default" presets, but when, for example, The Red Prince offers to be a Fighter, it really is just the Fighter preset, not a "default" Red Prince preset. Which is annoying, because based on his description, I wanted to give him Necromancy instead of Geomancy.

I also haven't found a way to actually assign Skills to the presets, which is annoying. I changed Ranger from Huntsman/Pyromancy (which makes no sense to me) into Huntsman/Scoundrel - this, unfortunately, invalidates his pre-existing pre-picked skill of "Peace of Mind". There's no trouble manually picking a Scoundrel skill to replace it, but I wish there was a way to make this work seamlessly. There probably is, but I hate doing sprawling stuff that requires working with a ton of different files in tandem.