Originally Posted by Larathiel
While I've used mods in plenty of other games, they feel a lot more problematic in BG3 so far. While I couldn't care less about the achievements, the non-graceful way in which mod failures/removals affect save games is an unacceptable risk for a game that takes so much of a time investment. Perhaps if BG3 included an internal mod manager like say Unreal Tournament from 20+ years ago, or Conan Exiles from 5 years ago, it would be a bit less cumbersome. Also, if modlists could be loaded dynamically based upon what's in-use for a particular save file that would also help -- having to juggle them when going between different multiplayer groups and solo saves is a non-starter for me.

Why do mods feel "a lot more problematic in BG3 so far"? More problematic than what? Modding BG3 is about as simple as it gets. Most mods consist of one file and installing them with BG3 Mod Manager is a matter of a few clicks.
Removing mods mid-game is seldom good practice although it depends on the game and the type of mod.
An internal mod manager is not the issue. Lack of modding support from Larian (they have promised it) and the way they have dealt with saves (kick one and they all limp) are the main issues at the moment.
Most mods are not made with multiplayer in mind so it is unfair to criticise them in that department especially when the co-op crowd have been complaining about Larian's implementation of it since day one.
A similar point can be made in defence of mods with regards to having multiple runs on the go - most mods are not made with that in mind. A mod manager which could handle different profiles would do it.