I think modules just need more effort to have fun with. It's been months since I last played but what time I spent with the game most recently was making new modules.
For what I've made or was making at the time, I made a module series that was designed to make a character "pity" those who were less well-off than them, and modules for envy that made them dislike characters that were more well-off than them, with the criteria being popularity, strength, and intelligence.
Before that, I made a module that puts a weighting score considering traits, modules, moods, and opinions to make a card more or less likely to be raped by other cards. Then I realized with a bit more tuning I can make a global system that significantly increases the chances of and improves the sensibility of who will rape who. Not even much effort required. So the one module can come in the flavor of managing aggression towards its owner, or managing aggression across the whole class, or suddenly diverting all the fine-tuned aggression factors towards one card, most sensibly the teacher.
Before that, I made a module that flipped the Succubus module into a compassionate version to actually give strength to other cards after sex instead of taking it, but then take half as much value in intelligence. Unless the card lacks the strength to pay, then some light sex happens that mildly improves both participant's stats.
Before that, I made a module to nerf fight scoring in a manageable way: rather than the "Martial Loser" approach to always give a deficit in strength rank, I made a version that considers both strength and intelligence, then divides that by half. "Uncoordinated Fighter", I thought - they need not just the strength, but the intelligence to be able to aim it well.
Before that, I tried to make a Class Prez Tempter module. The original concept was easily made, but then I thought why not use strings as tradeable globals so a pack of such cards can hunt down the Class Prez like wolves. Then I had to complicate it by making sure orientation was paid mind so cards who aren't queer won't be queer and cards who aren't straight won't be straight. Loop back to correct the Pity and Envy set.
At some point, I made "Turbulent Memories" to make cards have aggressive or depressive mood swings if cards who raped them enter conversation with them. Because I thought the "sad" mood didn't make sense for appearing a lot of the time yet I wanted to see it more often. This was in prep for trying the depression module with all of its different styles and odd effects on attendance and such.
I made a Frankenstein's monster at some point and made cards avoid patting her head or they'd get shocked and sent to the infirmary. So modules were made to enforce avoid attempts at kissing and headpats. She had a certain anal-freak motive to her so I had made a module make her increasingly slutty per cumshot, but that got absorbed into simply adding the mental state changes into the conditions of unpacked Corruption conditions for reversability.
I made a super pervert at some point so I had to make a perverted version of Toilet Police. She was a flirtatious bully so I had to make a more gentle and sexy version of the Loving Bully module.
I made a sickly character at some point so I made a version of Sugar Rush to involve the Infirmary instead. It stacked with the original while being treated under unique naming to not conflict.
In short, look at modules as a way to make a character more meaningfully unique. Modules shouldn't be about making meta-gaming powerful characters because any game is defeated to become less fun that way. Since I play purposely disadvantaged characters against hostile murderer-packed rosters for the purpose of fun I make my modules that way too. Granted, it's easy to get burned out when you spend more time in the module editor than playing the actual game. Plus I have other work to do. I figured at the time I'd drop AA2 to make way for other stuff but I still enjoy the game for what it is and what it lets me do.
After going through the "new" modules, ive found one i like. Yes. Just one.
"Cruel", which makes the loser of a fight get jailed in the infirmary for the rest of the break period. Makes fighting less pointless.
As for the rest? More "easier to fuck" or some outlandish modules i cant possibly think of finding a use for. In my honest opinion, modules should be filling in the gaps left by the developers in interaction options and certain mechanics that simply dont exist. Why cant the player warn their lover about cheating the same way the AI does? Why doesnt it:
-make your partner check their love count with you and their other lover/partner they are cheating on you with
-if your your partners love count with you is 10 points higher than it is with them - they dump the other lover
-if its lower than 10 points - they say "you are both important to me", implying your partner cant decide and wants you to compete (completely obnoxious to me, and would instead end in an instant breakup from my end, but its an option)
-as stupid as it is for me, who hates NTR, to say: "share" outcome, if love count between you, the other card your partner is cheating on you with, and your partner is equal more or less.
I know a lot of the options are missing for the PC, mainly due to the statue being a thing, and as unreliable and "guessy" it is, its still a powerful tool if you know how to read it. Maybe the solution would be to remove the statue functionality and add in interactions to make up for it? I was recently thinking about challenging myself. Modules wont do here, since those are mostly cheats or are flat out irrelevant/not working as advertised. The idea was to simply not look into QtEdit or the statue for a whole playthrough. Just read whats going on by what i know might be happening and judge the game by interactions, without the current, Big Brother-esque, thing we have going on now.
Hell, even a simple module ("simple" in my opinion, that is), which would show the PCs status on the statue. One might not even comprehend how much information is contained in YOUR OWN status towards other NPCs, especially since NPCs ignore your status when it benefits them. You may have the "unforgivable" status, due to being rejected by your lover twice during a competition, or losing a fight a couple of times, but not know it. "Unforgivable" normally makes it impossible for characters to interact, until an apology happens - not with the PC, though. You can and will be interacted with regardless of your status.
Another good example of this is the "cheater!" tag. Your lover, if they found you cheating, might reduce your interaction chances to near zero, assuming they take action on the status. And trust me, they very well might:
Just two "Warn about cheating" interactions did this. From high love count to absolutely nothing. In a span of 20 real time seconds. Yep...
Another thing the AI does is ignore your opinion of them. Even if you hate their guts, as a result of either spotting them fucking in the open all the time or due to bad rumors - the NPCs will still interact with you. Realistically, if your hate count is above 10 points, but your other points dont exceed that - you dont want to speak to the other NPC. Same for dislike count - if its the highest count - your response should be an automatic "no". Reminds me of that one time, where ive fed a girl lies about her BF, after which the guy came over trying to talk to her, and the interaction looked like this:
-guy wants to grope her, she responds with "no"
-guy wants to talk to her, she responds with "no"
-guy tells her how much he loves her, she responds with "Is that what you came all the way here to tell me? Piss off!"
Result of having more than 21 dislike...
Im thinking this requires actual modding, not bandaids like "modules". Functions need to change, not little things like prompting the AI to do this or that. Hopefully someone will make modules do "more" than just make it easier to fuck... even the module ive picked up from the batch makes fighting relevant. Thats a step in the right direction! One can literally pile up on this idea - allowing to force an NPC do ignore another (possibly your lover, but might be anything else, really) and enforcing it with a beating. Why isnt this a thing, after about a decade of the games existence? Sigh... i could rant like that forever, so im cutting it short here.