You would pay the entire $50,000 cost of certifying your mod by Microsoft? That would be dedication. The op was discussing making a mod for your own game, not making a player base wide accessible mod, like Hearthfire, Dawnguard, or Dragonborn. Personal opinion; that's why the pc version got patched first. They can release patches for pc that don't need certified by Sony and Microsoft, for free before they compile the patches for certification. If a pc patch breaks something, they can release a fix immediately instead of waiting [and paying] for certification. After it more or less works correctly, they send the patch for certification.
Right now, if you have a dev kit, you can legally get mods to run on consoles. [talk about how to do it without a dev kit is not up for discussion on the forums here.]
Hopefully you know what you're doing; Bethesda released a high res texture pack for pc users, but not for consoles. Consoles would not handle that very well. What can be done in mods can't always be translated successfully to the consoles. Going by what the op wants, Bethesda would have to check the content for problems. More work and cost for them. What happens if they find any problems or issues? Send it back to the mod maker for revision? More cost and hassle.
The op mentions a "best of" compilation; who decides what is best, and who is going to bear the cost of compiling and QA testing? I think it is a lot more involved than "nobody in charge wants it that badly".