Someone should send that to Larian, it's an important issue. They have to release a help wiki of some sort if they want this to come up ok. The easier to mod a game is, the longer it stays relevant and selling (Bethesda has been selling us the same game for almost 8 years now and thanks to mods it doesn't get old)
I believe they're aware of it.
I've been mentally comparing the features of the TES Construction Set and the D:OS (EE) editors, and the big differences I can see are ease of use and the (lack of) proper model import support. The UI of construction set looked like a cobbled together mess, however even in that mess somehow you could find what you wanted to do, and almost everything was doable via the UI.
Eg. in CK, adding a new weapon was basically one dialog that you had to fill in. In D:OS, you need to edit the weapon stats file, optionally the equipment stats file, create a new resource for each texture, create a material instance and bind the textures to shader parameters, recompile materials, create a new resource for the model, create a bullet collision file, bind the material to the model, create a new root template, bind the stats and model to the root template, etc, all of which are in different dialogs, and the order of doing things is really not obvious for a first-timer. It is also really easy to crash the editor by referencing a not-yet-compiled material and so on.
The editor can do a _lot_ of things, but many of the workflows are really non-obvious, underdocumented, and consist of a lot of steps. This "separation of tasks" exists for a reason of course, which is added flexibility (eg. it allows reuse of materials, texture parameters, stats instead of having to redefine them each time; it also allows you to create custom shaders for models, which is pretty great if you know what you're doing), but at the same time it makes common modding tasks like "add my custom chair to the game" so much more difficult than it needs to be.
The same could be said of the scripting system, it's pretty powerful, but it's really different from most scripting languages/tools out there and it takes time to get used to the way it works.