I think an option to skip Mod file creation or do it in one big batch and proceed strait into final merging,is what he is looking for, just drop ready to play mods into a Directory and compile the whole thing into a ready to play mod. It shouldn't be very complex to do, have a 4th file pathway under preferences to a directory of Mods then just check each sub-directorys name to see if it has a matching merge file, if not compile it and when everything is ready merge them.
On another note I have been doing some brainstorming on the Tecnique you use to record XML changes, the heirarchical nature is definatly more efficient. I began to wonder if similar gains could be seen if Python was also interprited in a similar fashion. For python the number of indents on a line determine the heirarchy so it can isolate changes to a particular function or loop within a function.
On a second note I have been wishing for a runtime Collision resolution ability, even if its as primitive as "MOD A over-ride" "MOD B over-ride" buttons poping up repetedly untill all the collisions are resolved. Eventualy some kind of slick interface cound be developed with lots of options and maybe even textfields you can manualy cut/paste/type out the resolution to your hearts content.
On a third note I have found that Mod switcher will generate a collision if 2 mods try to add identical content. I took a simple mod and made 2 identical merge files by compiling it twice and trying to merge them togeter. They imediatly colided on the art file each of them tries to add to the game even though they both obviosly encode the same file. Their should be a check involved when 2 Mods attempt to modify something, if both are essentialy in agreement on the modification or try to add identical content then a collishion dose not need to be thrown. Many popular mods borrow and extend the content of other mods so these types of false alarm conflicts will be common and very inconvenient for people if this isn't adressed.
Lastly I have noticed an erronious result on a Mod which adds sub-elements in an XML file, several additional lines and 2 levels of nesting are added to an element which is normaly empty in the UnitInfos document. The merge file is picking up and making a record of the changes but the output Mod lacks is only adding a closing tag.
The original file has simply
I modify this too this (its fully functional in the game so its not a formating problem)
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_IRON</BonusType>
<iProductonModifier>100</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
giving this block of data inthe merge file
BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_IRON</BonusType>
<iProductonModifier>100</iProductonModifier>
</BonusProductionModifier>
And when I compile I only see
<BonusProductionModifiers>
</BonusProductionModifiers>
Try it yourself and see if the same thing happens too you