There's been some discussion about certain mods being imbalanced - some of it goes into threads on a specific mod, I believe some went into a thread on a modded game that I'm in. Fact is, some of the national mods (many of them) are totally imbalanced - ungodly national units, one had a (cheap!) pretender that put the pre-nerf VQ to shame.
As to why there isn't more discussion - I'm not sure how many people use the mods. Personally, I like some of them (or think I might
) but 90-99% of my gameplay is now MP. Even when I was playing more SP, it was in preparation for MP, so using the mods (even the solid, official mods) just didn't make sense.
Others that I think would be great to use (the magic duel mod adds 1 gem and raises fatigue to 100 to the spell, the NoWish mod, etc) can't currently be used on mosehansen, and would need to be agreed upon beforehand for a blitz game.
(The other issue with mods is that people _always_ seem to have problems with them - they don't have the mod, don't have it installed properly, etc, etc, delaying the start of games considerably. It's a shame the host couldn't push the mod to the players who didn't have it, or have the wrong Version, etc, etc.)
Even with the magic duel / NoWish mod, using them seems kind of ... pointless, unless you're only playing with the same small group of players: they've been out long enough that it seems obvious that Illwinter is
not going to incorporate those changes in the game, and most of your games aren't going to use the mods.
Then again, the only mod I can think of that I'm
really interested in playing and using, is Zen's Conceptual Balance mod, which has half a dozen virtues going for it: not least is that no one can really complain that it's unbalanced, because they
picked the modified pretender that they wanted to use.
And anything that reduces the number of VQs in a game is a Good Thing.