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Accessibility and readiness of information might be afterthoughts when the conservation of files is priority number one, and I can understand that, but I don't think those things should be disregarded altogether. If you're looking for a specific mutator in a sea, it's a lot easier when the relevant information that could help in your search is available at a glance, rather than having to click link after link.
But, as you said - ultimately, Shrimp has the last word on this, and if this all isn't his vision for what the ultimate Unreal archive should be, then I guess it won't be it. He already implemented an interface and a good enough listing, and I will admit that changing that right now certainly would feel pointless, if only because you've been able to achieve so much and have just been able to use and appreciate your own work. I don't want to poop the party.
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Mod = Modification.
Mod is also the music format used by UE1
Mod = (tracker) Module
Strictly speaking all 3rd party and community content is a modification for an existing game.
It makes sense to categorise stuff based on the way the game refers to it, such as Game Type or Mutator. ChaosUT is both.
I tend the term mod when describing a total mod, or mod that is more than just a gametype like Chaos.
Therefore in my archive Chaos is put in a total mods folder, rather than gametypes or mutators