Because nobody knows which PC you have, while we all know what consoles are capable of. And still, PC-intensive mods are clearly marked in their readme's.
I'm not talking about conflicts between mods, but their content. I agree sensible coding can reduce conflicts between mods, but it cannot make it run a tessellated model of thousands of polys into a Geforce 7 GPU (exaggeration, but you get my meaning). There's a limit of what sensible coding can achieve when compared to hardware limitations.
What is this "coding" you are talking about?
And do we
really know what consoles are capable of on a technical level? Sure lots of people can spit out any number of "specs" which they get from any number of web sites, but unless you actually
work with the console in question, as in creating content for it, you really don't know what the console is capable of.
Current modders are not going to "dumb down" their mods just because consoles can take mods. That's absurd. First, I usually don't pretend to speak for anybody or everybody, but I am sure anyone who creates a mod, it starts with one playing the game, and at one point asking a question like "wouldn't it be cool if this was in the game"? And I can almost guarantee you, that even if consoles accept mods, most PC modders are not going to ask themselves "wouldn't it be cool if this was in the game,
and would it work on a console?"
On a general comment on the OP subject:There are a lot of misconceptions and misinformation being thrown around the thread as matters of fact, which they aren't. I've been here long enough to know who knows his/her stuff and who's just reciting things they read on other posts/internet, or merely throwing a statement out there because one thinks is correct.
Can consoles run mods? Yes. You can get Shivering Isles for Oblivion on xbox and PS3, so yes, consoles can run extensive mods.
Can consoles use 3rd party script extenders or mod order loaders? I don't know enough about console OSs to say for sure yes or no, and I don't think either MS or Sony put that info out there (talking source code here). However, neither are necessary to run mods. Sure script extenders are necessary for
some mods, and order loaders may present a convenience for others, but they are not necessary for modding in general. I have made 100's of mods for Oblivion and Fallout, and I have never used either.
MS/Sony ok'ing mods notwithstanding, I iterate, the biggest issue is going to be the learning curve of mod creation and usage on consoles, especially if mods on consoles were not to work exactly the same as the work on PC. I doubt many current modders are going to start making console mods if a ) they don't work quite the same as PC mods and they have to test them on a console, and b ) the console limiting what they can do to mod the game (mostly lack of script extenders).
Just testing a console mod would be a pain. Any modder who has made a mod, especially a mod requiring scripting, will tell you how much of a pain in the butt it is to test and troubleshoot a mod: do something in the CS, save plug-in, start game, test mod, exit game; rinse and repeat as many times as required. Modding for a console: do something in the CS,
transfer to console, start game, test mod, exit game; rinse and repeat as many times are required. Now, some may say that's not a big issue, but when you keep doing it over, and over, and over again, it is like the proverbial Chinese water torture.