Since you ask I might suggest a couple of things. And I'm not being mean or anything by saying his. And I haven't so much as looked at your mod, so take any criticism at face value, please. If you don't think it applies, then don't even consider it. I believe this to be universally good advice in game design, so others reading might take it to heart even if you don't.
Firstly, any mod needs to be balanced. And since you keep adding stuff all of the time (right?) you also need to keep re-balancing
everything - all of the time. But I'm under the impression that you have actual play-testers, so this should pretty much take care of itself. But still, the thing your mod might need isn't yet more features, but rather better balancing of the stuff already in it.
And secondly, this might just be a good time to
kill your darlings. I'm under the impression that this is a extra-everything sort of deal, and not every addition can possibly be equally good. I'm quite confident that you weight every new addition on a golden scale, but still; Why not try to take out as much as possible for the next version (4?) and see how it looks then? Because if your mod is chock full of
good stuff, then it would stand out even more if the best stuff wasn't obscured by the lesser stuff. The average greatness of the remaining features would be higher, so to speak.
So, in conclusion: Try to make the next version the best version yet. By focusing on balance rather than new features, and identifying and getting rid of what really doesn't work. There will of course be much more spectacular additions once you leave the confines of XML modding, so you won't be missing any of the stuff you take out anyway. Chances are that the cheer amount of stuff is just getting in the way. You can definitely have
too much stuff. Sometimes, less is more.
Or you could just reason like Stalin did when he won WWII and say: "quantity has a quality in itself" (paraphrased).
This proved to be true when it comes to tank production, but does it really apply to mod making?