id like to see modlists tied to saves. so you dont have to reload the game or move a bunch of mods around or have multiple instances every time you want to do a different set of mods. ckan already builds modlists for you, you just need to append that as a manifest to the save file. then only those mods are activated for that save, others are not loaded.
good mod management features built into the game is foundational to a rich modding ecosystem.