As it is currently, with regards to modifying the main campaign, that's a valid statement.

There are several issues:
1. There's not really any official documentation or tutorials on how to use the Divinity Engine beyond the current videos just showing how to create the outline of the level; we haven't been shown how to script or change the in-game Story. This issue will hopefully be resolved whenever Larian gets around to making more documentation.

2. The game is set up so that it only runs 1 mod at a time. If you try to use two mods or more mods simultaneously, only the one with the highest priority (ie at the top of the list) will function.

3. Game saves are locked into the mods they start out with. By default, new mods require starting a new game to function. We've managed to work around this via save-game editing the Meta-Data file associated with each save, but the game itself doesn't support adding mods to existing saves in a modular fashion.

4. The Engine requires 'Developer Rights' to modify most things in the Main campaign (and even then, it saves to the Main mod folder rather than your own mod's folder). We've figured out how to modify existing items/characters in the main campaign through copying and editing parts of the RootTemplates and Stats folder, but those edits occur outside the Editor for the most part. Changes to anything else are ignored.