By using the installer I can guarantee that they at least START with everything in the right spot, and the Modules turned on. Plus this way you are forced to start with all of them and then delete what you don't want. If it was just a zip more people would just start with what they think they want and never try the rest
And it was also in part just to see what it was like using it kcwong's installer since it was right there and available for use.
I don't use an editor, I do all of my work directly in the XML using Notepad. Using the FfH editor should be fine, as long as you remember to redirect where it is writing to, and then change the filenames and the Schema reference (or figure out a way to make the editor ask you for those I suppose). Unless you built the Schema into the editor or made it run a batch file to copy them over and rename appropriately you would still have to do that part by hand too.
But overall, I just haven't TRIED using an editor yet
If you do go modular, be careful about breaking it up TOO small. You have no guarantee of the order in which things load. So for instance I used to have all 3 Dimensional Promotions in seperate modules so I could isolate the glitch, but that caused an error if the computer tried to load Dimensional 3 before Dimensional 2, because there wasn't any PROMOTION_DIMENSIONAL2 in the loaded XML yet to be a pre-req. Putting them all in one file fixes that problem.
So the easy rule of thumb is that if a Module references another Module, they need to be combined. If it only references the main mod, then it is fine to leave it as a seperate entity.
Also, always check the civlopedia to ensure that the first couple of entries that you did NOT change are still unchanged if anything goes wrong. Seems that lots of the FfH specific tags reference the index instead of the Type
So you can't use those in modules (promotion Pre-reqs, Improvement Upgrades...)