I don't know why WoC team added those MLF control files in the form they did - those files do not seem to support modular format at all so you can only have 1 control file in each directory and at the same time the WoC team improved other modular functions greatly.. I hope MLF control files will be also modular in future ie. each directory could have multiple control files (different filenames) - this requires SDK changes of course.
Another thing about modmods - I've now checked some of them and seems that some modders do not yet fully understand the WoC modular format and instead they still use the BtS format meaning if they add something to the RoM's default units, they include this units all xml modifiers in their module while they should
only add the changed xml modifiers to their module. As an example Vincentz Jungle camp mod does it the wrong way. WoC SDK takes care of reading the mod's default unit XML and then it merges the changes from all modules the specified xml modifiers.
Now you might ask "Why should I use WoC format instead of BtS default?". Because with WoC several modules can apply changes to default stuff and in BtS format only the last loaded will be applied. So please try to always from now on make modules in WoC style and if you change some default RoM objects to behave differently, only have the changed xml modifiers in your module. If you do not, then you probably break other modules and cause all kinds of conflicts between different modules.
Another thing that I recently thought was that each module could probably add modular concept info to sevopedia's RoM concepts list - I'll have to test if this is possible to make. This way each module could have "readme" inside the game in RoM concepts pages.
Anyway, I can add some smaller modmods to main modpack in future versions. They could be located in Unloaded Modules just like the few other modmods already are or I could have them enabled by default, if I think they're great addition to the RoM