I'm sure there are those in the FO community who feel that those of us in THIS side of the community are overzealous in our preservation of the original version of A2 (with the 1.1 patch). It sounds, from what I read Dominus_Noctis say in the other thread, like the 1.2.5 patch was intended as a compromise, but was met with a divided response. That is, however, the thrust of most human endeavours. Those who say "too much! REVERSE the changes!" will always be around, as will those who say "not enough! DO MORE!". Psychological inertia will always be the greatest enemy of innovation, second only to those who criticize what they never had the temerity to do themselves. The more I see of modding, the more of this sort of thing I see, it seems.
But let me explain my feelings on FO by comparing them to another ground-breaking (though not code-breaking) mod, which in its day was mod of choice: Borg Incursion. There were those, for a long time, who insisted that every mod had to match up to BI (and BIVR, then BICS, then BI2, then almost BI3, and now maybe again BI3). There were those who didn't like BI in terms of its gameplay, so they harvested the models and learned a lot about .ODF balance along the way --this was, incidentally, my introduction to the community. I loved the models, loved the variety, loved the adversaries and loved the map objects. But I hated the fact that it took 297 seconds to build anything that could really threaten anything else. And the fact that there seemed to be no chance of winning when I couldn't decide what to build before twelve or fourteen enemy ships took my base out.
My point here is that with any different mod, there is a certain "comfort zone" that one either has or doesn't have with the mod. If you have it, chances are you want everything to conform to the new way of thinking. If you don't, chances are you would simply ignore anything that conforms to the new way of thinking. And if you're a "maybe" on the whole thing, maybe you spend some time with the mod, but go back to what you were doing before.
I stopped following anyone else's idea of what I should do in my game a long time ago. FO has a lot of new stuff --the list Dominus_Noctis shared with us included experience systems, multi-race shielding, individual commanders, economic systems, diplomatic systems, among other things-- and I don't necessarily want those things in my game. All I want is an AI that does something OTHER than charge directly for my base every single freaking time, a series of delightfully challenging enemy vessels and stations to conquer or destroy, and a really pretty backdrop against which to do all that. Anything else is micromanagement that I don't have time for when I play A2.
And I think that's where FO sort of falls short for me. I also have played Homeworld and Freespace and Sins of a Solar Empire, Legacy and Bridge Commander and Starcraft, Masters of Orion and Spore and SW: Empire At War--- so very many games, all with one common theme: they're set in space. Just because A2 can't do some of the things those games can doesn't necessarily mean that I want my A2 to do those things, too. Sure, I'd love to fly fighters and give trade a bigger role, make and break alliances in Instant Action mode, stare in jaw-dropped mode at the details and curves of the latest Federation starship mod. But A2 doesn't have to do it all.
In summary, just because I mod A2 doesn't mean I'm in some sort of exclusive relationship with one set of code and one game disc. Yeah, it's been darn near that for the past seven or eight years, but it's my hobby, not my wife. That being said, however, it's comfortable to come back to, and it's a lot easier to mod than anything else I've tried to mod.
FO promises much, and the work that's been done is already most impressive. I wish I had the patience to truly appreciate it. But for me, it's just another mod --like Future Wars or Art of War or the aforementioned Borg Incursion-- from which I'll take what I want and leave the rest.