During my time working with mods in Caves of Qud, I noticed a number of places where it could be improved, especially in the Script Mod side of things. This document intends to aggregate these improvements and their justifications for quick reference. These don't necessarily lay out any complete plan for a revamp to the modding system, but the ideas may serve as a good resource for creating such a plan.
Each proposal below aims to improve a problem presented under its heading, but they are not usually a mutually exclusive "choice". It is often possible to implement more than one of the proposals under a heading and get different kinds of benefits.
The concept of having the game compile mod sources from source C# scripts provided by the mod is an interesting one. It makes it very easy to inspect the mod's code before approving it for use. However, the C# Compiler Service that comes with the game is rife with bugs. Her