its really hard to get informed about most features because coders can implement em faster than modders can learn how to use em. i was on top of almost every feature in the game till about 2006 when there were just too many of them to keep track of (part of that was due to scripting, and while i was learning lua a bunch of other features came into being that had completely alluded me). modding at the cutting edge has its drawbacks though, your constantly changing things as the features mature. you can easily loose modding time to this kinda stuff. its just part of being on the bleeding edge. these days i find a new surprise almost every time i look at the wiki.
thats why i have a ton of scripts that just dont work anymore, as wmc was still hammering out a consistent paradigm for the system, i was scripting to see what it could do, so when things were drastically altered i figured it was for the better good, and patched what code i could and rewrote the rest, and some work was lost, but im sure my feedback at the time was valuable. so theres nothing wrong with modding on the bleeding edge, its how most of the testing is done. you may loose some work every now and then but when you think about it both engine and mods gain from this kind of stuff.