Nobody mentioned anything to me about changing the kernel. I update the scene.bin and kernel quite regularly to fix issues or add new stuff. A second kernel where changes have to be transferred across each time isn't something I'm wild about (unless you can patch limit breaks on their own in 7H? How would that work for synching the scene.bin?) I'm also not sure what you mean by including patches with the gameplay mod files either; does that mean making direct alterations to the NT Mod's core files rather than the werewolf mod being it's own separate patch that's applied higher up in the load order, handing down the three field files and char.lgp/battle.lgp files? Not sure what you mean by 'no-one has to pick and choose'.
Crap, I had not thought about the NT mod still being in development. The other gameplay mods seem to be in their final state. Editing the limit breaks was tiring and frustrating since we couldn't figure out how to make a hex file after editing the limits in the ff7.exe. So I lost patience and did them in walmarket which is a lot easier. The problem is I cant seem to export a single file that the game can read that changes just Red XIII's limits, it has to be a whole kernel. So the compatibility patch has the vanilla kernel with the limit break changes patched and I did the same for every other kernel in the gameplay iro. Otherwise the Red Werewolf would just overwrite gameplay mods in 7H or direct installs.
The scene.bin isn't touched by the Red Werewolf so it's not included. In 7H the Red Werewolf is placed above the gameplay mod so the compatible kernel's are used, but everything else is used from the gameplay iro. Models, entire flevels, scene.bins, none of that is included and still required from the original mods. At this point the only other alternative is the mod released with the kernel patch file I did that'll require being manually added to the installed kernel. This also means that the gameplay mod cant be installed through 7H, not without being unzipped and patched first. Changing Red XIII into a werewolf is almost on the same level as reviving Aeris.
If you update the mod regularly how is the gameplay iro kept up to date? Patching the mod with the Werewolf changes just requires us to download the new kernel, apply kernel patch, and rezip the new Werewolf iro. It'll be included in the Qhimm catalog too so updates will be automatically downloaded and installed so no one has to manually update. Updates can be managed every/every other week fairly easily since it's a five minute process.
~Actually I did come up with an alternative if the gameplay compatibility patch doesn't seem acceptable. Though it relieves heavily on someone volunteering to create the hex file for the new limits. It'll leave the kernel alone. Animation changes how ever require type 1 chunk files in 7H, so it'll change script and model settings. Dialogue wont be effected. The necessary scenes are Hojo's Lab when Red XIII attacks Hojo, meeting President Shinra in his office, and Greeting Rufus in Junon before getting on the cargo ship. I doubt gameplay mods have any script edits for these scenes, so this is the best alternative that doesn't' involve any files from other mods.