This helps me in the long run, I'll have to look more into it. YOU KNOW WHAT WOULD BE NICE? If rpgmaker's "check unused" didn't delete important files.
I thought I had figured it out but now, with the new title, it keeps deleting it and it's frustrating. Honestly, I may just give up on Mac and focus on Windows and Andriod. It would be easier for me to clean up extra nonsense for windows though. I'll take a look at the things you mentioned!
Thank you for your insight as always. Always learning.
Eh, I'm learning as well, so it's all good, lol.
As for the remove unused assets, unless it's RMMZ being dumb as usual, it's likely deleting assets that have similar filenames. RPG Maker is case-insensitive and also ignores some characters, so this may lead it to remove files that are needed. You learn that the hard way with Ren'py as Ren'py automatically tries to compile .rpy files it finds in the folder into Ren'py python bytecode (.rpyc) so when you make backups, it's a good idea to keep those files outside of the active folder, or first make sure there is no compiling process going on.
On this topic, by the way, make sure you wipe all the .txt and .bak files in your deployment version, lol. The tileset .txt files are completely useless and your own backups (assuming they're your development backups) aren't really all that needed either, but this is just really nitpicking on the amount of files here. Don't worry about the error log, it's automatically created.
Lastly, if you're concerned about timestamps, RMMZ and RMMV both perform a write operation (even if nothing changed) when you playtest, but RMMZ at least prompts you and asks if you want to "save changes" (usually just a folder you expanded, which shows up in MapInfos.json to memorize how to expand your project on next boot, but the engine is stupid enough to overwrite files that haven't had anything changed and have the same exact hashes, SHA-1, SHA-256, SHA-512, MD5, you name it).
If you want to avoid accidents here (so you don't end up going "wait this was modified... but I didn't touch it"), either keep in mind the list of files that automatically get overwritten (so your muscle memory ignores them when checking your development progress), make those files read-only (if you do touch them, your changes won't be saved though, and it's highly likely the engine will yell at you) or simply archive /data/ and /js/ RIGHT before playtesting, so you can extract and overwrite if something went wrong to restore the timestamps without doing it in a more hacky way.
Files that will automatically change on playtesting in RMMZ (if you don't know what they are, though most are self-explanatory, go ahead and ask, beats the RPG Maker community when 30 days without a post gets a thread closed when you dare reply because in spite of being extremely polite, they really are a bit too uptight about such rules...)
/game.rmmzproject
/package.json
/index.html
/js/plugins.js
/data/MapInfos.json
/data/System.json
/data/Tilesets.json
/data/CommonEvents.json
/data/Animations.json
/data/States.json
/data/Troops.json
/data/Enemies.json
/data/Armors.json
/data/Weapons.json
/data/Items.json
/data/Skills.json
/data/Classes.json
/data/Actors.json
For RMMV, pretty much the same except a MV project has the .rpgproject extension and a different header.