...offering something unique, different and/or fresh to the game, even at the expense of game balance
Individuality should be in character, not items.
...believability in the game setting, possibly at the expense of NPC power/usefulness or humour
Fitting into the game is hands-down the most important thing for a mod. If there's anything at all that gives away that it's a mod rather than official material, then it's letting it down.
...lots of quality dialogue with the PC and NPCs, even if that means not much "action"
The two are hardly mutually exclusive given the banter engine, unless you mean "do you want the mod to include quality dialogue or six Eclipse battles?" in which case I'll just say "don't make Chrysta rubbish please."

...extensive extra quests and items, even if this means a game which seems to concentrate on the new NPC too much
All too many authors try to make their
NPC the centre of the world. It's not good. Extensive quests are good, but don't plaster your
NPC with them to the extent that it's obvious she's something different to the Bioware NPCs.
...compatibility with most existing mod conversions and other NPCs, even if compatibility checks mean the mod isn't as extensive as it could have been
If she is incompatible with Alassa, I will shed no tears. (I will also shed no tears if she's incompatible with stuff like
TDD, but the joke's less funny that way.)
...quests and interactions that are intelligent and challenging and make you think, even if it can be frustrating when challenges prove too difficult
No Improved Battles, please. Difficulty is a feature of overall game consistency.
Edited by SimDing0, 20 March 2005 - 02:25 AM.