For those of you who aren experienced modders, much of which follows is just preaching to the choir. But for those of you new to modding, you may find this useful..
As some of you know, FE development was led by modders. Derek Paxton and Jon Shafer are best known for their Civ 4 mods (Fall From Heaven in Derek's case). As for myself, I got my modding start with Civ 1, MOM, Total Annihilation, and so on. My love of Civilization 1 ultimately led to writing Galactic Civilizations.
And this brings me to the frustrating part of modding: the limited lifespan of the mod. I eventually got to know Total Annihilation so well that had they made a Total Annihilation 2 with a derivative of their original engine I'd been already set up to do crazy cool stuff. But that didn't happen (and don't talk to me about TA:K).
So our approach has been to approach Elemental from the perspective of it being a platform that mods can be built with for years to come. Many of the mods that worked with War of Magic work, with slight changes, with FE. That's because WOM and FE are built on the same platform which we call Kumquat.
Kumquat is a relatively new engine and we have land-based strategy games scheduled to use it and upgraded versions of it for the next several years -- and not just Elemental universe games. So the skills and understandings of what you get from modding FE will lend itself to more modding.
We also plan to support both Nexus Mods and the Steam workshop as we go forward in ways that make what we have today seem very primitive.
The point being, the age old issues of short-lifespan mods is something we are hoping Kumquat addresses. We looked at Kumquat as a platform that modders can use to create increasingly ambitious mods. I can't promise source code or scripting support yet. Resources are tight, but we will be supporting this underlying platform and the expansion of its capabilities until *at least* 2017.
If you played WOM in 2010, consider what FE is like in 2012. Now, consider what Kumquat will be like in 2014.