mod compilations, their way of being applied wither difficult or simple, and the members that contribute has changed a lot. i can't even count how many patchers like abyss and data folder compilations wither by installer, archived and compressed in .zip or .pack i've seen, tiara has been around as long as the game itself, so i wouldn't worry too much about the future of the modding community.
as far as putting everything together in one simple package, well that has been my goal and the professors goal, but as you have experienced with any advanced installer that gives you options in a gui, problems can and will occur and in some cases fixes for those problems aren't always applied as fast as the users want them to be done.
mine is based off a simple scripting language by the makers of winamp, their are no dependencies (what it may be launching at the end of the installation may have dependencies) so chances are it's a logic error in it's 10,000 lines of code or a software/hardware conflict with your pc, so that might not even be directly related to the installer.
however as i pointed out in my previous post, i do plan on adding a full .zip, .pack or installer that can be uncompressed via 7zip soon, so that will fix the problem for the people who want to pick through the folders manually due to having more time on their hands, paranoia, technical issues or whatever other beliefs they have on wanting to avoid the installer.
about a year ago a project like your wanting did start, but due to only have a few active people working on it and the time it was taking me to put each of uo tiara's mods into a new pkg form, it was halted.
that project is the reason uo tiara can now save it's previous mod choices and shows information about each mod and file, why it saves the information into the registry.
so that i (or anyone motivated with basic scripting knowledge) could gather all that information on mod names, file names, locations and so forth then place each mod correctly into this new package form
which is why the mods are numbered and file counts are provided so simple nested loops could be used to gather everything (obviously the information is incomplete due to having 450+ mods to do), but until their is enough programmers and motivation to startup the project again it will remain dormant.
btw abyss is based off many open source patchers from the past and .pack and data folders are not private, so i know of no mod
here that is kept so private to the point a good programmer couldn't reverse the process, as for "private" mods that game break...
well anyone who knows how to work google can usually find the websites these are leaked to easy enough and even its mods have been open source long enough that any good programmer can keep it going as well, though i don't know anyone who has gained in the times it was public and allowed packet sending to the point noobs were causing enough havoc to have server data rolled back and mass banning, which is one of the many reasons you won't find them here.