Regarding feedback - I think that flows directly from our ambition to put in consequences to the choices you make. In the presentation I gave in Leipzig there was the example of the the farmer who got betrayed by his wife. I ratted on her and as a result she ran off to her lover. When I would've gone to the blacksmith I'd have seen that she now lives with the blacksmith and is very angry at me. Likewise, her former husband is very sad though he is happy that I told him about it. Other choices would've had different consequences, which would've resulted in different feedback.
Regarding mods - It's really a question of where we put our effort in. Right now it's in the game and not in providing a mod toolkit, though obviously we have a whole range of tools to make the game. It would take some effort to make them usable for the community, but if the opportunity would arise, it'd be something I'd very much like to do. I guess it'll really depend on how much demand there is for such a toolkit. I think it might be more sensible to link a mod toolkit with a multiplayer mode, than just release it for single player.