*snip*
Why do you say before you even have a single bit of info on what it'll do that it'll be too simple and svck because of that?
Deep indepth suppor to that level is not Bethesda's forte, and never has been. They could have released similar mod management tools with Oblivion, Fallout 3, or New Vegas since the blueprint was there from Morrowind (and each subsequent game) yet it never came to fruition. Even something as watered down as NMM or FOMM can handle installation options and ordering. *snip*
What paladin181 said. Plus, look at how embarassingly bad the load order/data files window is in Skyrim. It's as if the devs have no experience with modding (or at best, beginner level experience).
Also, there are several other issues.
1, if they support mods like Skyboost/SKSE, etc, they risk getting customer complaints when things blow up. This is true for any mod, but especially true for something like SKSE. I'm not saying that installing SKSE, Skyboost or whatever is difficult, but they are outside of the scope of standard mods (esm, esp) and would likely be viewed with distrust from a managerial, and maybe even a legal perspective.
2. Mods that include multiple installation choices or that have separate configuration files will likely be viewed as too complicated and too confusing for users, and again there's increased risk of messing things up.
3. It seems like BGS is having trouble getting the CK out. Many people, including myself, believe this is mostly because of the Steam Workshop functionality. Expecting advanced features when they're in deadline panic is unreasonable. Even if they have some features working, they may get cut to reduce QA pressure or whatever.
Anyway, yes, this is conjecture, as are most posts on the forum. But it's conjecture based on years of experience with BGS, and having developed an idea about what their strengths and weaknesses are, and what their priorities are. And a good mod manager is likely to be too spreadsheety.
