All very valid points, I especially like the one about default key-binds.
Having the game ask what key-bind you would like is infinitely better in my opinion as it not only allows the player to place it in a position that works for them, but notifies them the key-bind actually exists in the first place. Many times I’ve installed mods I’ve have to go through the key list to see what’s changed/available.
I also like the idea of modular mods and the ability to pick and choose parts of a mod. That way you can swap out say mod A ‘energy system’ for Mod B’s ‘redefine Mod A’s energy system’ Mod. so using Mod A’s machines with Mod B’s way of powering them kind of thing.
You will need to make sure you document the way mod modules work and have good templates to work off of so that dev’s can build to a standard design that doesn’t need you to go in an perform cross compatibility surgery. I know you will as you have some good documented sample files for Gregtech, but you might want to dedicate a whole part of the site to it too with really simple how to’s for foundation coding that people can use as a jumping board. More for those who are new to coding or shall we say, can’t quite grasp how things work.