yes we have all the little mods that add a new unit or a new notification, but it'll be a very long time coming before any serious mods are around.
While I'm not saying that the mods we've been coming out with are anywhere close to FfH in terms of complete overhaul, don't trivialize the existing work as just one more unit or notification. And don't try to quote my own text and use it to explain why modding is dead, because that's not what I said at all.
There is a LOT you can do with Lua. It's not completely open-ended, so you still have to work around the limitations of the structure we've been provided, but there's many new things you can add. In my own mod, for instance, I've added:
> A unit that steals promotions from the units it faces, growing through combat instead of the normal XP-based process.
> A series of units that adjust their strength based on the strength of their opponents, so that it's almost always an even fight.
> A Great Wall-like wonder that gives a custom negative promotion to any enemy unit in your territory (reducing their visibility and range), a wonder (Space Elevator) that gives an "orbital drop" promotion to any unit starting the turn in its city and then removes it afterwards, a wonder that warns you when and where another empire is getting close to completing a Wonder, and a wonder that gives +1 movement to any of your units that start the turn within your territory (meaning it really helps workers).
> Terraforming, to plant forests, jungles, create new strategic resource deposits, adjust terrain types, etc.
> Wonders that steal techs from your opponents, with the chance of success depending on how many civs have the tech in question and the current game speed.
> A tech that's not researchable normally, but is auto-awarded when you build the spaceship and can randomly gained if you take too long after someone else builds their own ship.
> Barbarian camp-like units that spawn randomly in controlled territory, and then create new barbarian units each turn if you don't destroy the "camp" as quickly as possible. Oh, and all of the units in question regenerate health each turn...
> A new victory condition that involves a 20-turn timer where your cities slowly wither away while every other empire goes to war to stop you from winning.
And a lot more, but you get the idea. The point is, while the current mechanisms don't allow for the unfettered modding we'd need to create FfH-style total conversions, it IS enough to add a wide variety of new features that go far beyond a single unit or new tech. There's also a lot that can be done just in XML, because there ARE a few stubs that were never used by the official code but which still work just fine (like adding an SDI project for nuke interception, hint hint), but what I listed above are all primarily Lua-based mods.