Anyone can see this game is already spectacularly friendly to modders. However, my experience attempting (it crashed on starting a new game) to install Heavenfall's Stormworld mod has shown me that it could be friendlier to mod players. Specifically, there is only one modules folder into which whatever the mod du jour is, and in some cases mod files need to replace items in the main data folder (this is the case with the rivers in said mod). Let's say, though, that people create wildly different mods, as Frogboy has said time and again is possible, and that a player would like to play one one day and another the next. To switch from stormworld I would have to move some, but not all of Heavenfall's files out of my folder, then replace the terrain data folder with the backup, and then do anything else required for the other mod. Which can get tedious, and introduce conflicts if one forgets a step or a file.
This is all very different from another "engine" game I play frequently, which is Mount and Blade. In that game, each module gets its own distinct folder in the "modules" folder, and it's easy to just duplicate the "native" mod folder for those mods which are relatively minor tweaks to the main game (or in the case of Floris' mod, a huge number of tweaks). Other mods, like the rpg-multiplayer mod cRPG, and the DLC Napoleonic Wars, are completely different and are installed basically by adding a new folder to the Mods directory. At startup, a window pops up with a drop-down menu for the module you would like to play. You select it, click play, and there it is-- module of your choice, no hassle.
Given that the modders are/are going to go to town on this game, wouldn't it be great (and, afaict, not too difficult) to implement an organization like this?