Right - now I've only given this a little try in-game, and a quick look-over in the CS and TESAME - but already I have a lot of problems with it. This mod makes a LOT of changes to the game, so I can see why the author had some trouble describing it - and also why the author would want people to try it; obviously a lot of work has gone into this!
Firstly, this mod needs a REALLY thorough clean. So many objects are considered to be "changed" by this mod, but a lot of them haven't actually been changed at all; in other words, it is full of dirty references. I have no idea how many of the edits are legit and how many are dirty, because there are just so many of them, but at the very least, there are a full set of GMSTs and over 80 dirty statics.
That's certainly not all, though; nearly every type of "thing" you can possibly think of has been edited by this mod - activators, potions, ingredients, land textures, equipment, cells, landscapes, pathgrids, regions, NPCs... the works. I'm sure a lot of these are genuine edits, but a lot of them are just dirty references that can be cleaned.
I'm writing this half as a review and half as feedback / suggestions to the author - so, Rolf, if you don't know what I mean by any of this, please ask, because I think if this mod was cleaned up a bit, it could actually be pretty cool
From my quick inspection, I'd say the "main" focus of this mod is a lot of new creatures, distributed by new levelled lists, complete with new spells, weapons, armour, clothing and enchantments (many of which are new items for the player to take as "rewards" for killing the creatures, most of which are absolutely deadly).
Now, there's a lot to take from that; firstly, I'll emphasize again, the new creatures (and edited old creatures) are DEADLY. I imagine it would be very hard for a new character to go anywhere with this mod (although I imagine the new items make a big difference, as many of them are also very powerful). The first creature I encountered was a virtually indestructible Guar, which killed me in 1 hit.
Essentially, this mod is a total revamp of the game that totally messes with the difficulty - this isn't
necessarily a bad thing, and can make the game more exciting, but, as the author has stated, it means that it might not work well with other mods. You literally need a character dedicated just to this mod.
Also note, that while a LOT of new objects have been added, none of them use any new graphics; everything this mod does is done through a single plugin file. While a lot of people won't like this, I actually really like the idea of using stock models in new and creative ways. I'm not quite sure what I think of making doors out of Ancestral Ghosts, Fire Ferns and Corkbulbs, but it's certainly creative
Perhaps to make up for the insanely over-powered creatures, some insanely-overpowered birthsigns have also been added. I think probably the most over-powered is "The 'Bull", which has the following abilities (yes, abilities): Sanctuary 25 pts, Fortify Luck 25 pts, Fortify Attack 25 pts, Restore Health 1 pt, Restore Magicka 1 pt, Restore Fatigue 1 pt. While this may be consistent with the new difficulty, it makes the original birthsigns (which have been left unchanged) basically useless by comparison.
A couple of points about naming conventions, because it's little things like this that really annoy me; a lot of object names (and all of the new birthsigns) have random apostrophes in, like "Quality 'Poison". A lot of creatures and items are numbered, i.e. "Daedric Ale 1", "Daedric Ale 2", etc. - I'd prefer it if these had names like "Weak Daedric Ale" and "Strong Daedric Ale". Similarly, "Daedric Milk H" and "Daedric Milk M" (one for health, one for magicka), could do with better names. Also, the new gauntlets and pauldrons are all called "... GauntletR", "... PauldronL", etc. instead of "Right ... Gauntlet" and "Left ... Pauldron". Lights have names like "Tube B2g", and in addition to "Crab Meat" there is also "Crab Meau", "Crab Meav", "Crab Meax" and "Crab Meaz". I've sure this is far from all of the bizarre object names, but hopefully you get the idea.
There is a lot of new dialogue, but unfortunately it suffers from the same oddities, wrong cases (lots of "i"s instead of "I") and spelling / grammar errors as the object names. I had a quick flick through the dialogue window, and decided the worst offender was probably the greeting: "THANX !" (unnecessary space included).
Just a few more miscellaneous points:
A quick warning to anyone who cares: this mod isn't exactly lore-friendly, in case it wasn't obvious. "Lord Welcome", the first new NPC you meet, is a Dremora walking around Seyda Neen. Arrille also has some new equipment: Young One's Spear and Young One's Shield - identical to Daedric, but really, really bad. These are just some things I noticed, but hopefully you get the idea.
There are some new Lights in some places (such as the Census and Excise Office in Seyda Neen) which aren't actually Lights at all, such as "' Black Shelf '". As the name suggests, this object is actually a standing set of shelves, and yes, it can be picked up (it has the icon of a book) and even carried in the player's hand. Tables and other objects are also available. Seriously, what on Tamriel is this about?
A final thing I noticed - you've created some new "soul gem" objects, but, as I believe you figured out, they don't actually work as soul gems, because soul gems are hard coded into the game.
So that's pretty much everything I've noticed so far. I'll keep playing as it's kind of fun to see all the new changes - I'll say it again, they are certainly creative - but I suspect when the fun wears off after maybe an hour, I will stop playing with this mod. It's just too crazy and all-over-the-place, and it needs a LOT of work.