About MALO: I don't see why you'd bother, since you already have support for Com's torch compendium you'd just have to add support for the other mod MALO draws from, the one with equippable clutter. (Can't remember the name now.) MALO doesn't add anything else in terms of new stuff.
Other mods to watch:
- [WIP] Soulstones, by Kandiedan I believe.
- Alchemy advanced: adds "essences" of magical effects that can be added to potions, and some new alchemical apparatus and recipes I believe.
I have a question: can II import items from mods that are disabled in the load order, in case we just want to use them as object sources and don't care about their other changes?
Well, to be honest, with MALO, all I've done thus far is check they don't conflict: I haven't got around to looking at what else (if anything) I can do with it. :shrug:
Alchemy Advanced is one of those mods I am intending to look at some day for use in my own game, so if/when I get around to that II support will probably follow very shortly: mods in my load order tend to get support as a high priority. :angel:
The Soulstones mod I'm not familiar with, I'll be happy to take a look once it's released though.
To answer your last question, no, II doesn't do that. I'm not quite sure how you'd expect that to work out... which plugin would supply the FormID for the item in-game?
Vac
Edit: I've just looked at the Vile Lair and didn't see any suitable place (chest, list or inventory) for II to add the new poisoned items to...