Well, cheers, now there are three of us -
I feel like I'm almost where I need to be with the language, but some days...

Also, I feel like I ought to apologise for 'kink-shaming' MC, I think I'm funnier than I am.
That said, I very, very, very much appreciate your feedback.
And if you find anything that fits your goal for Expansion Mod -
Please feel free to take it. I just also don't want to tread on something you're doing for us -
Just like I don't want to barge in on Grimdark and say 'I think things should be like this.'
Hence why I want to try my hand at a mod, first.
Lots of things (especially ones in the top menus) are extracted automatically. So they will be update when game changes something.
This was actually the first thing I noted, I didn't realise how much this happens.
My thought was that it'd be easy to add, but it'd be funny if a mod I want to make to make mechanics clearer -
Did the opposite of that.
But I'm convinced it will be extremely difficult to implement even for a single stat. May be my thinking is too straightforward but editing code to add xp around any lines involving rolls will be challenging. Considering game dev "balances" some things often the feature maintenance will be hell. Especially if it's done by manual editing of html file.
On a side note I don't agree that failure teaches you more than success. Sometimes it does, sometimes it doesn't. I would say it's the case only if someone explains you why you failed which doesn't happen often.
So, how I planned to do this right now was to bruteforce it.
Since I'm planning to do this slowly on my own time, manually editing the html is fine, but...
Even aggressively using find + replace, the prospect of updates nuking my work is frightening.
Let alone updating it.
Oh, and I agree about failure as a whole; the game just reminds you that failure (in-game) teaches.
Which I think was an early design decision that got sidelined, not removed, just sidelined.
Some failures (in-game) still do give bonuses or route alterations after all
To be honest I have been thinking for a while about transforming this mod into mod framework that allows to add new locations, quest etc externaly by someone else (ambitious I know).
I know I wouldn't be alone in loving that. A lot of what I want isn't what every player would want -
Let alone the dev, maybe other modders, and so on
Being able to have a reliable mod framework would be a godsend.
For now, the third option is easy enough to do (just adding options to existing locations) that I'll probably start with it.
But even if I don't check in super often, I just would say - ambition can be good.
If you choose to go down that road, best of luck and know I would appreciate it tonnes.
Also, funnily enough, but probably obvious... I'm not hardcore either.
I just also feel like a bad dev if there isn't some cost or attempt at 'balance' hahaha
Personally I just like the feeling of 'skilling up' before even getting started with the theme of a playthrough.
Makes the progression feel that much more rewarding!
Said quite a lot, but thank you for all the food for thought. I will try to hold back from big comments like this -
But it gave me a ton to think about especially the cost in time of upgrading... And much to look forward to
Whether it's new ideas for the mod, it expanding into a proper framework, or whatever else you cook up!