Great points. Plus that almost none of the really big planned mods can come to any kind of fruition without the full release of the mod tools. there's a lot of stuff that the different teams have planned that what we currently have just won't let us do.
It's a vicious cycle. Someone with no knowledge of modding the game goes "well let's do X" and then maybe someone steps in and says "you know you can't do that" and then they go "hey, we can do X with the full mod tools" and start the process all over again.
I would like to think, as many of the above described do, the mod tools are some giant glowing package coming down from heaven with DLL linking and a scripting engine and a bunch of other crazy stuff but it's not. I expect it to be the particle editor, some new documentation, and some fixes for the hard-coded cap/ship limits (please, if anything, this) and maybe a delink of EntityTypes to build structures (defined in their own .entity file). It may be more than that, but I'm not getting my hopes up.
Somewhat paradoxically, many of the mods seem to either take the "unrealistic expectations" road or the "model-replacement" road where new gameplay is thrown out the window in favor of a bunch of ported models. That's nice but Sins with IP X models is still Sins. The best mods, and the best modders right now, are people like Uzii who take the existing gameplay and add onto it. There are also people like ManSh00ter and Ditchdigger that haven't released any major mods (to my knowledge) but know the bounds of what can be done and use the existing frameworks to do stuff like attack modes and mines and electronic warfare ships and such.
I'm certifiably biased - Dawn of Victory came out of Empire at War with a trail of dead IP mods behind it for similar reasons. And I do think the major teams like the ST and SW ones will pull it off, because people like Stress and Evilejedi are really experienced in this field. I hate to go around posting "everyone has an idea about a cool mod, how about implementing it? how about understanding if it'll work or not in the tools you have? how about learning to script, model, texture, what have you yourself and form a team based on competency", because I've got markedly
hostile reactions from doing so before, but when I see posts attempting to shoehorn existing IP models into Sins roles, or talk about extended scripted campaigns..I can't help but feel it's a waste of the community's patience, time, and expectations.