Beveling with tight geometry I've recently purchased a copy of HOps/BoxCutter and I have been loving them so far - however, I've run into an issue where when I have tight geometry made by boxcutter, I am basically incapable of using a bevel modifier across the model. I was looking for some advice on how best I can approach this problem in order to fully bevel the model as desired.
Here's an example photo of my model. 
and additionally, a view of the geometry of the model.

If you prefer the model, you can get the .blend here:
Beveling such thing is not an easy, because of small cuts (like objects under Boolean.003, .007, .008). Beveled edges starts to overlap. So you can use only some small range, but even with the value 0.003 it is overlapping. You can notice that since bevelling doesn't appear until you disable Clamp Overlap under Geometry or disable mentioned modifiers.

If you need bevel bigger radius in some areas than others (like bigger radius on base shape and smaller on smaller cuts) move Bevel Modifier up in modifier's stack and use another one.
You would have to use probably some limitations, like Vertex Group for those vertices. But Vertex Group can be set only when modifiers are applied, means destructive way.

Some decent bevelling can be achieved with material Bevel node.