I agree on Reaver MM/TC split.
TC could in long run drop even requirement of original data because it replace mos of this.
The Base Game tags aren't supposed to be a requirement, just descriptive, though they fulfill both purposes in most cases.
Can we change "alien race" to "aliens"? Sectoids is an alien race, a Large Scout obviously isn't. It's not about formality, it's about clarity.
Done. It was supposed to be "Alien Units" but I forgot about UFOs.
I've moved OXCE to a Dependency and rejigged the tags around based on feedback, though I think most just add complexity. When does a mod go from Minor to Major? From Work In Progress to Playable? Etc. While it's unambiguous what is a "TFTD mod" or a "Craft mod".
Tags are just a search auxiliary, they should be extras, not a spec sheet, specially since we can't enforce them (any tag can be left blank). If you check most other games they just have a handful of them.
Case in point:
A minor mod would be one that changes very few things and has a small footprint such that it is usually safe to combine with other mods. Example: Hazmat Armour
A major mod would make a big change to some part of the game, perhaps it completely transforms one segment of the game. It's probably safe to combine with other major mods which affect a different part of the game. Example: Terrain Pack
A megamod would be one that makes major changes to many different parts of the game and is likely to cause conflicts with other mods. Example: Area 51
A total conversion would be one that completely transforms the game experience such that it is very nearly a different game. TCs typically have their own standalone install. Example: Tech-Comm
Currently we have 5 "megamods" that span everything from "lots of additions" to "collection of mods" to "completely different campaign". I don't think quantity is a good threshold. Whether a mod is safe to combine with other mods depends entirely on what it changes, not the quantity of changes. And standalone installs are purely because of OXCE.
As a (admittedly very vanilla) player, I think the only significant difference between mod scope is "does this just add to the X-COM experience" or "is this fundamentally an entirely different campaign". After all this is OpenXcom, there's only so much you change. But if I try to play Piratez like I would X-COM, I'm gonna have a bad time.