I'm the first to admin that I've got a chip on my shoulder when it comes to the UOP (let's summarize many earlier discussions about techniques rightfully frowned upon with "I don't use other mods, so I don't see an issue", and leave it at that). However saying that I've got a campaign going on against it isn't really the case - after all I strongly recommend all new players to use the UOP series (base mod list). However I don't like the direction the UOP is heading, and heading for quite some time. It's not a campaign - I'm trying to prevent something that I feel would be detrimental for both mod users and modders.
The thing with the UOP is the special place it holds. It's supposed to be one of the most basic additions to Oblivion. One that's there to fix bugs present in the original game. Often when new players ask for which mods to get, many regulars say "only mod everyone should use is the UOP, rest is a matter of taste". The implicit reason here is that the UOP fixes genuine bugs, but lets the rest of the Oblivion experience untouched and in the hands of the player.
Several mods were, for this very purpose, not included in the UOP. Example given you could argue that Harvest Flora is a purely visual fix, one that should be in the game from the very beginning. Nevertheless it wasn't included, because it's an actual change in Oblivion's vision. That plants stay unchanged even when harvested wasn't a bug, therefore there was no "bug fix" included. Of course you could call out the Vanilla system as "broken by design", and I won't argue about it - I love Harvest Flora - but it doesn't belong into a patch.
Otherwise you end up with a situation like "Vampire the Masquerade: Bloodlines". There once was an unofficial patch, too. Then it began to restore content (kind of like the Kotor 2 Restoration project, except that it got actually released). Then it began to change quest outcomes. Then it began to change the balancing...
,,, and then not only one but two alternative unofficial patches emerged, that have the sole purpose of only fixing bugs. In one case because in it's author's opinions the original unofficial patch strayed too far from it's origins. Add insult to injury, the second unofficial patch fork (so the third unofficial patch available) was done by the author of the now-bloated original unofficial patch, to offer an alternative to the slimmer second unofficial patch. And then the first unofficial patch got renamed to reflect it's expanded content. If your head hurts now, you may understand what I try to talk about.
The only justification for the position in the community that the UOP holds, and for it's very name, is that it's the unofficial oblivion patch. It's not "Oblivion ReInvisioned". Once you go that route, by changing aspects of the games on the basis of possible improvements and alterations, something goes wrong. Because then you can justify adding anything to the patch, and sooner or later you begin to alienate people by doing so. We've already talked about Harvest Flora. Now what about leveling quest awards? Creature statistics? Maybe even the level scaling itself?
Do I overexaggerate the situation? Maybe, maybe not. The most prominent German patch mod went that route, later integrating everything from parts of Fran's, parts of Supreme Magicka, House Improvements, and a lot of other mods. Compatibility hilarity ensued. In it's defense at least you could say it wasn't named "unofficial patch", but it once had the same status. Note the past tense -
"had". I am not making this up - I had to explain a lot to users that it was their patch mod that increased Magicka regeneration drastically, that it was their patch mod including this and this spell. People didn't realized this, because they didn't expect it. So they attributed unexpected Oblivion behavior to other mods.
And that's the catch: We know the expections coming with the UOP, which is that it's a patch. If aspects are added to it that are not fixes of actual issues, but design decisions, it violates the patch nature. No one is stopping anyone from expanding the UOP to be something like an "Oblivion ReInvisioned", but it shouldn't be called UOP then, and the UOP shouldn't include such aspects.
Again, I confess that I'm not on good terms with the UOP. After I read "Spells acquired from runestones have been made lesser powers and immune to silencing." I've taken this literally - which it hopefully isn't. Background: The only spells you aquire from runestones are the doomstone spells, the others aren't aquired at all. I haven't thought about the cast-when-activated spells, which are hopefully ment, so I likely have overreacted here. For that I am sorry and wish to apologize.
Nevertheless please understand that this speaks for the importance of the UOP - we, as modders, must expect that most mod users are using it. Therefore I at least have a strong interest to not see any kind of new strange mod interactions caused by it. In this regard the UOP is not like many other mods, but it's very widespread and nearly universally used. So if the UOP messes something up or causes mod interaction, it's going to hit you hard. (And did so in the past.)
And that's the next big problem if anything in addition to clear bug fixes get added: You don't know what will happen to the game, especially in a heavily modded environment. Sooner or later, as has both VtM: Bloodlines and the "unofficial German equivalent patch" shown there's a high likelyhood for a development fork, which will only add to the confusion of new players and not be beneficial for the community at large. And in addition modder can even less expect what will happen or can be expected on players' installations.
This does not contain an actual judgement of the added content - maybe boars with resist magic work better, maybe they don't. It's just not UOP area to trespass on. Neither are other gameplay changes not based on clearly bug fixes so. Again, if you want "Oblivion ReInvisioned", you've got every right to do so. Just don't name or advertise it as unofficial patch then (or unofficial unofficial patch).
This holds the risk to make the situation worse for the players and modders. Which may lead to a development fork, that in itself is a confusing thing not making matters easier. Hope this much too lengthy explanation clears the air a bit
.