As i said and you agreed. That's why we need more info. I understand and respect that big L doesn't want to release the tools until release, but I honestly think they should give us some info, an informative video of some sort. What scripting language is it? What are the modding tools able to get their hands on which aspects of the game? Could we make changes on the interface? or maybe translate de Game Masters database or game HUD to other languages by ourselves (not talking about dialogs)?Is it possible to add new paintable effects? (like the venom-y,water-y and make your own such as fog or puddles of different colors) If we make new character models can we create new races or the system would only allow to replace the main 5?
From a modelling-artistic perspective, I would like to know what i would be able to do and what not, because that something i can start working on almost right now. But those other questions are ones that can make more people be interested in the game. (I certainly have an entire group of people to convince! hahaha)
I can't tell, did you use the EE editor? It was unintuitive and a bit clunky, but pretty powerful. The scripting language appears it will be fundamentally same as the first game (their own custom language which is weird but it works I guess.) Not sure about interfaces changes, but I think it's possible to make some kinds of changes (was easy to change UI font for example, and pretty sure someone changed the scaling or something.) Every word in the game can be translated to whatever you want. Pretty sure you could make your own surface types/textures.
Just tested, looks like it's pretty easy to create new races at character creation. Make a model/animations, create a root template for it, and reference it in the character creation files. The armor visuals will be the biggest hurdle, but maybe you can reuse existing armor models and just slightly resize them to your model (or just make your creation the same size as existing ones.)
Not sure what kind of limitations there will be for player count or how it will interact with GM mode stuff, but 5 players + GM might not be so hard to implement. The problems with multiple players in the first game was more a matter of how the main campaign was designed, not as much technical limitations.