The strange thing with the possibility of modding the game is that it's actually pretty tight when it comes to balancing features. So many components to take into account, small numbers everywhere - everyone can have good ideas, but actually making them work within the system and not simply outclass stuff or be obviously not good enough to tackle challenges has proven to be tricky.
It's also part of a reasaon the vets (errr, well, some vets, I guess) can bust a brain hemmorage over just about any fiddling with the game, even if it's obviously necessary. And so much stuff people would mod in the blink of an eye is actually a part of the learning curve or the overall balancing or... Take the brand new poison thing: A while ago I go raving about how TT's poison boon is overpowered (it was), but another vet, who's using completely different tactics that include poisoning through APHEELSICK, starts warning about poison not being as good as that one feature. Eventually it all calms down, but then the devs decide to rework poison entirely - they destroy the overpowered boon, but it the process APHEELSICK got hit and the Gorgon is functionaly useless (and god knows what else, because god knows how many dungeons were considered "doable" because everyone was walking in with the old poison which seemed legit at the time).
Just about anything someone decides to mod or adjust can cause repercussions all over the place.
I almost got pwned by Shifty Brickwork!