You should be able to disable the dialogues at the start of the tutorial (in the same place the character spawns were triggered from, the main quest, "story_line" C file) by just commenting them out (with "//", without quotes), but you will need to do more than that to completely disable the tutorial, as there are programmed events also associated with the progression and completion of the tutorial.
Still, it's not impossible, it just takes a lot of tinkering. Find the main storyline C file, and study the beginning of it. Find the point where the tutorial ends and the main story begins (using the scripted events and dialogue text as reference in the code). Then study all code up to that point, and comment out any line that is dialogue or scripted event related -- except the ones you actually need to keep for the main storyline and game to work properly.
Edit:
Note that in COAS, if you start as a different character, you will be spawned in a different location, and without the tutorial. So you can try playing with that, too, and/or see how it is handled in the code.
You could also try fixing the broken reference to the spawn point in the tutorial -- as I assume that your locator changes broke the existing 'teleport' locator reference in the tutorial's code, and that's why the tutorial is getting stuck, now, at the end of the dialogue. Find that last line of tutorial dialogue text in the code -- start from there.