Thank you. I've never looked at what SM did with the DLC, but since you brought it up, I think I will.
Maybe I can put my own spin on 'em. My main concern is that these delayers remain Bash-able.
Wrye Bash won't Bash any mod that has new records, worldspace edits, dialog changes, or mods that have bsa's.
(Though there is hope that will change). So that limits which mods I'll release a delayer for.
Ah, I didn't realize that. I think most of the DLC's have BSA's, but I'm not sure that that would mean that your delayer wouldn't be bashable, if I understand how your delayers work...
Basically SM's delayers are patches that add some kind of criteria before you will hear the rumour. For example, for Battlehorn Castle (aka the Fighters Stronghold plugin), you have to have a certain number of creature kills before you hear the rumour. Unfortunately, you have to hear the rumour because it adds some dialog topics for the trainer and taxidermist that the plugin adds, so just a head's up there... If you head over to Battlehorn before hearing the rumour, the trainer and taxidermist won't work.
Anyway, have a look and if you're interested in tackling any of these and need some help, let me know and I'll be glad to. I've been tweaking both SM's mod and the DLC's

I own all of them except SI (believe it or not

)