I mean the new trees and manequins and display cases. I like how Firemoth Extended made the island more green and less volcanic so it looks like the rest of the coast line.
I'm keeping the fort consistent with the rest of the forts found in Vvardenfell, so that Firemoth blends in with the rest.
I was going to say the only thing missing is restoring the fort, and you did that!
Although, I would have said keeping it totally unfurnished would have been adequate as well

Hmm, maybe in the future you can make a small settlement the player can build?

Heh, I got enough on my plate for now. Though I suppose there could be some potential down the road.
In regards to the TR Census and Excise Travel conflict - is the boat for Ward of Akavir even needed since the TR boat would be sitting there for the aesthetics of having a boat to travel with? If so, I think I will just make a small plugin that removes the boat from this for that purpose.
For the TR conflict, the boat would need it's script changed to just activate/deactivate in the Firemoth region, rather than positioning between the two locations. I suppose down the road, the land mass itself will conflict with the rest of TR.
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I've changed some of the layout of the interior of the fort, so that it's a bit more 'functional'. I've also expanded a bit on Firemoth's role in the region. As well as used as a strongpoint for fighting piracy and smuggling, it also served as a prison for Imperial criminals processed from the other forts. The player will discover more on that exploring the fort.