Double post, but I'll use it because there's an underlying mod issue behind this request which is more relevant: Diminishing Returns.
For those who don't know the term, here's a brief explanation from Wikipedia: "The law of diminishing returns states that in all productive processes, adding more of one factor of production, while holding all others constant, will at some point yield lower incremental per-unit returns."
How does this applies to mods? Well basically, in all mod development, adding more features will at some point in the future start giving back less returns than when the mod was developed. As an example, on vanilla there are 5 missions that can be randomly chosen for possible missions (Base, Infiltration, etc.), so there are roughly 20% odds for each being generated. But if you have 30 missions, then the odds drop to around 3% that a specific mission will be spawned. So the more missions you add, the lower their chance of appearing either in a month or during a whole campaign.
For modders, this means that at a certain point it can get counter-productive to add more new features since they can never appear during a game due to the RNG. Of course you can change the odds to increase the chance of the new stuff appearing, but by doing that you're giving less importance to all your previous work.
And for players, this means that new features will eventually not give the same fun/novelty as during the first plays.