Alright tonight I ported a few mods over.
Dark UI Darn (or is it Darn UI Dark) - with the black and gold retexture, spiffy loading bar, no quest pop up (yay) ... later I may add the no sneak icon, dynamic crosshair mod, and the no enemy health bar mod.
What I miss and can't figure how to add back in (probably in the Nehrim BSAs) is the Nehrim loading bar and the initial Daedric looking N on starting the game. Black (looks blue to me) and Gold - I think fit better than dark red (subjective taste). And I only changed the font size and kept the Nehrim one as it looks cool.
I was able to port a few mods over, but not sure all work.
Kuertee Auto 1st-3rd person works (no master so right off good to go)
SM Encumbrance and Fatigue works (using the running revised ini).
These work both by seeing them work and with SM console messages saying initialized, but these next one's I'm not sure.
Phitts Phighting Phixes (without damage multiplier) - but not sure if it works.
Kuertee Attribute and Skills Damage Modifier - again not sure, but then my character is just starting out.
and finally ... Duke Patrick Combat Archery - which gave no console messages at all, but appeared to be working.
I'm going to try an see if ShadeMe's ConScribe will work to get more info.
Right now just been focusing on removing annoying aspects of vanilla and moving toward improving combat. Being the biggest fan of Duke Patrick's mods i wanted to bring them over, but thought about how some responses and areas seemed scripted, so am going to hold off the ones that deal with reactions and AI till I get more of a feel for how often those kinds of things happen.
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Similarly - was thinking about what shouldn't be modded.
Definitely leveling shouldn't be modded (or at least no ports from Oblivion) - it is based on exp points like Oblivion XP, but tied to other things in the game. Likewise even though the level up menu seems vanilla there also seems to be a whole system of training skills that I don't want to mess with. So nothing like progress or level rate modifiers.
I don't think magic mods should be ported over either, but again I've not seen enough of it. Some spells are just renamed, their seems to be a lot less of it (which I'm liking a lot) and their seems to be implied a requirement to get training, so I'd say leave this area alone.
Totally uncertain of stealth but if I have to lock pick then I'm running straight to either zumbs or Morrowind lockpicking (that one I'm less certain would fit though).
.. will report back about ConScribe.
[edit] and yes ConScribe works, but as I suspected this is my only readout:
SM Enc and Fatigue Settings Configured
OBSE Drop Lit Torches Initialised (Ini)
So not sure it Phitts or Kuertee Attribute modifier mods are supposed to initialize or just work as they are. ini files are in place and masters reassigned.
Combat Archery is supposed to give notice it is booting up but it does not do that - yet the bows have the special Symbol {} and I upped the damage x2 (just to test) and they are more powerful, so it seems to work, but I did turn off about half the features.
Wanting to hear other people's attempts and thoughts.