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Updates will overwrite those .xml's, as you've discovered, so you have to keep constantly re-editing them manually. I think the notion behind the modlet is they override what's in the default .xml's - again, assuming that specific element or paths hasn't been changed. Which is why some (simpler/basic) modlets work after an update, and some won't etc.
Updates, and game verifies will always return the original files to their proper original state. And they should. Because that is actually their function.
Modlets, which are placed in the \Mods folder, persist between updates. (However, if the update changes the exact line that your modlet changes you might have a conflict which makes you modlet outdated.)
https://community.7daystodie.com/topic/7653-xpath-modding-explanation-thread/
https://7daystodie.fandom.com/wiki/XPath_Explained
https://community.7daystodie.com/topic/35840-v2-of-modinfoxml-template-for-game-v1x/
What kind of edits are we talking about? Some of us might have a modlet that does what you need, or be able to point you in the right direction.
They're very simple things. Edits to the progression.xml to modify exp level scaling, changes to trader.xml to make the traders open 24/7. Yeah, i think modlets would be the way to go. As Jimmy said, I get the importance of being able to return the original xmls through updates/verification, I just needed a way to retain the changes I made since I can't flat out swap the xml files after an update. I'll look into these. thanks!