Was planning on looking at it again this weekend (Diablo3 has got in the way

).
I will be merging the Dwemer Ghost mod into this, I've got permission. Will help with conflicts and reduce the number of esps.
SMM resources will be available to the public once SMM is finished, so just a waiting game at the moment for them.
I would also like to get at some point werewolf hide armour for the Silver Hands faction, looked on nexus, nothing there that I could set (yet).
I feel that the Magic enemies (mages and necromancers) need "something". They are just so drab. A robe replacer may be in order, either as a recommended mod, or built in, especially if I give them more robes for their inventory. I'd love to see armoured robes too.
I might put a small chance of necromancer lists spawning a "Grave Digger" or "Hired Thug", to stop fights always being at range with them.
I'm also going to do some internet research into Nordic Mythology, there may be some obvious things that can be done without recycling too much existing content.
I've scrapped the idea of Phantoms based on normal races, and used the dragon priest model instead. Looks better, as there are already too many man/mer based enemies.
There was also a mod that I saw discussed that added scripts to dragons to randomise their spawning chance, and to really reduce the chance of dragons after the MQ. I may also implement the same type of thing in Beasts. Dragons are definately the new Cliffracer, and not that epic. Overall, beasts will avoid touching dragons, as there are plenty of mods for them out there.
I'm also trying to keep this mod compatable with SkyTest, which expands Creature AI, or if not possible, see if I can copy across the concept.
Finally (phew, long post), I may add more spawn points into all the dungeons. Some feel just too empty when compared to earlier games. Since spawn points are always 100% chance (hate that), I'd have to populate the list with neutral things, like rats, corpses, etc.