Hi Andrew,
It sounds like you do everything right for redirecting Evennia to your own cmdset-location. That should be ready and prepared for you adding your own commands. The problem is (as Kelketek also points out) that even though you modify a copy of MuxCommand and point Evennia to your custom cmdset in game/, that cmdset skeleton by default still points to the default commands in src/commands/default. And those commands are of course using the default MuxCommand (which doesn't have your extension). Your prompt should work just fine once you add new commands to your custom cmdset, commands that actually inherit from your own MuxCommand.
The commands in the src/commands/default are examples intended to be copied over to game and modified as you please. If you only want to change the inheritance, you don't need to copy the whole thing, you can just do something like:
from ev import cmdset_default
from game.gamesrc.commands.basecommand import MyMuxCommand
class CmdLook(MyMuxCommand, cmdset_default.MuxCommand):
pass
and so on for the commands you want to have your prompt after. Just change your cmdset to import those stub commands from the new location and Evennia will use them, including your custom hook.
Looking at it, I see that the cmdprompt-example wiki page can be confusing here - it is assuming a bit too much about your setup to be useful for a newbie. I'll try to update that with more pertinent info.
On a more general note I can also certainly understand that a user would be confused that the at_post_cmd hook doesn't work on existing commands (although it makes perfect Python sense). It's a bit cumbersome to have to copy code just to add the effects of a hook, but the system was designed with the default commands serving primarily as snippets and examples. That said, there might be a point in making them easier to overload with minimal changes, assuming it would be possible without ruining their roles examples of code.
.
Griatch