It's true that console users might have different expectations from PC users. It's also possible that it is their expectations that, however understandable, are unrealistic.
Let's face it, how could Bethesda protect users from doing something bone-headed? If you install a mod that adds a sword, plus a mod that adds a dungeon, plus a mod that adds a new monster type, plus a mod that adds a companion, then make a save with that sword in hand, while fighting that monster in that dungeon with that companion, then uninstall every mod except the one that adds the monster type... how on Earth could Bethesda properly protect the user from an almighty FUBAR if they then try loading that save?
Except to say, in big, bold letters... "Don't! Just... don't."
And that's not even looking into the complications of running scripts and active quests.
At this stage it's impossible to say. I interpreted his comment as meaning that the game automatically makes a safe copy of your most recent savegame when you install a mod, so that even if you manually delete or overwrite that savegame you'll still be able to roll back to the safe copy if you uninstall the mod. But I've no idea if my interpretation is right. It's certainly straightforward (something I'm a great fan of in software development ).
It would also make sense if Bethesda implemented a sort of last-in-first-out system for installing and uninstalling mods, where you can only uninstall mods in the reverse order you installed them. That would go a long way toward protecting users from their own over-exuberance, although I can imagine that it would be far from popular among seasoned PC mod users. It might be more acceptable to new console mod users. That idea, though, is just my own speculation.
As with all these questions, we just won't know for sure until Bethesda say; even drawing on good knowledge of how Skyrim works (as the closest version of the Creation Engine) could be misleading
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lefty666, we have to get ourselves better organised than this