Well I wholeheartedly don't agree with you. Not from the grounds of technically saying you are incorrect, but on the stance of who the hell wants to start a new game every time a mod update goes awry? Not me ... and I'd bet not many. I play long games - character that last 8 months or more. That is how I rolled with Oblivion .... and I see no reason to have a game as large as this be a 3 week adventure - that is what games like Batman and mass effect are for. I'm way over being an ever 10er.
Paranoia is not a trait I'm comfortable with - just give me the elevator to hell - I'm done worrying about whether it exists. The worst has already happened - move on. Further paranoia is not facts. It does tend to facilitate the a certain interpretation of them though.
If I can't get it to play right then forget the mod and if the game is broken beyond that then next game. Maybe by then modders will have ironed out the bugs enough so that mod updates aren't the end of the line. How anyone can stand doing that with Morrowind is beyond me.
Psymon, you don't seem to understand my point. What you have suggested as your approach is more or less what I was saying, at least if I understand your somewhat blunt reply.

If I understand you correctly, you are saying that you will play as you wish, including adding/removing plugins, patches, etc whenever you wish, and if the game becomes corrupted, so be it. If you get too frustrated with this happening, you will either stop adding/removing plugins, patches, etc or you will move on to another game.
If that I correct, that is what I have said, too. However, some of your posts about problems that you have been having do not seem to reflect this view.
As for how people play, it really doesn't matter. This is how software functions. Any software, not only games. New patches, let alone user plugins, can create problems that did not previously exist. Backwards compatibility is often not possible or even offered (consider the lack of backwards compatibility for console games, for example). Another example would be hardware drivers, especially video drivers. Surely you have heard advice to roll back drivers to prior versions, even reading or hearing this advice directly from the video card and driver makers? Even OSes have restore points made so that updates can be reversed. It's not unusual, and those examples are for official patches and plugins. User created content raises all sorts of other issues, after all.
I was only offering some helpful suggestions as to how to adapt so as to enjoy the game rather than become frustrated by something that is quite normal for any software (and even some hardware, for that matter). It's pointless to expect a game to continue to function if you continually change its structure. If you want it to continue to function, then play it without adding/removing official patches, DLC, user made plugins, etc. If you want to add/remove stuff, start a new game.
Seems pretty simple to me.

Of course, each of us has freedom to do whatever we like. However, we don't have the right to blame Bethesda or various user content creators when things break due to our own actions.
Now, as far as the original series of posts about Psymon's issues (and perhaps other people's as well) ... it seems that there is some kind of confusion about the Rates settings or the ReadMe instructions. Is that the issue? I thought that the instructions were pretty clear, but I can try to help clarify anything specific that there might be a question about. I have started tweaking the various rates to give me the game play that I want, and I like ability to customize it so much a lot.
In general, the rates are multipliers for how fast the values change as time passes. Time passes at different rates depending on context, assuming you have dynamic time scales activated (but remember that the Dialogue value has not been implemented, at least according to the ReadMe). There is a global rate that changes all values across all contexts, and there are individual rate variables for specific values as well as specific activities.
"Hunger" is not really hunger as we usually think of it, though. Hunger in IMCN refers to "need for calories" (i.e., organic energy, basically). Satiation merely refers to how full you are. You can be satiated but still be hungry (i.e., still need calories) because you are in the process of digesting the calories you need.

I can try to elaborate, but I'm not sure what specific questions there are. One thing, though: if you are trying to tweak things, you might want to only change one variable and check the results. If you start changing multiple variables, the results may be confusing because of the complex interactions between them. You can change several at once, of course, but you have to be willing to deal with the results and not think that one or another variable is causing a specific change when it may simply be due to a chain reaction effect between several variables.