If its any consolation, the interplay between mods and units is so deep that I don’t think anyone is an expert in it all, not even the devs, or anyone but the most hardcore multiplayers, whose games revolve around much shorter matches than what I play.
In a typical game, and I play long games, super large maps, many opponents, I still have things to research and miss to play with post turn 150.
You don’t need to remember all the mods.
You’re best of thinking of a basic theme, and focusing on that for most of the game.
For example, Syndicate shock troopers. That means indentured, going heavily down the arc weapons tree.
Late game, some of those mods are amazing, almost broken.
There’s a stun mod for example. Low chance to stun, but you can get 3 shots per round per indentured, and you can mass them, and there’s another mod that lowers arc resistance.
So you can win the game by massing indentured and nodding them, which means your brain bandwidth is conserved, until you get more experience and can start to experiment with more stuff, like holding off on indentured and instead focusing on Enforcers and the Racial healer, whose name eludes me.
Those are both psionic. Load them up with mods, melt faces.
And we’re still on just one race, not even half the units, and we’ve completely ignored secret tech.
Point is, the game can be very straight forward, or you can go down a very long rabbit hole, but the choice is yours.
So mods are very much an integral part of the game that I don’t see getting changed.
The visual complaints, as I understand them, are with the map looking clutters and somehow washed out.
I do think AoW3 had maybe the best map in the series.