it just looks like it would create rocket instability, so when i say more far friendly im not implying it isnt already. just something that might be collapsible for orbital insertion for example. which is wholly unnecessary if my assumption about rocket instability is wrong
What are the chances of KSPMA being able to read some sort of a manifest of a mod? The manifest would contain the info on the mode (name, description, version, homepage url, DEPENDENCIES (with versions)). Think rpm/deb type stuff.
To be honest, there are already a bunch of good tools. I wouldn't even worry about the specific tool. There are many packaging tools around to reference. What I would stress is coming up with a good package standard and having either developers of mods or packagers follow this standard. EDIT: If you are talking about what language should be used, you already lost the packaging game.
Only other thing I can add is to be able to resolve conflicts per file, something like this: [table="width: 500", class: grid] [tr] [td]File1[/td] [td]Dropdown with mods that can manage this file[/td] [/tr] [tr] [td]File2[/td] [td]Dropdown with mods that can manage this file[/td] [/tr] [tr] [td]File3[/td] [td]Dropdown with mods that can manage this file[/td] [/tr] [/table]
KSPMA is awesome, the only real thing that really bugs me is that conflicts are folder based instead of file based (folder should only show orange if a regular file in it is conflicting with another mod).