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You just need to be careful that the mods you're installing don't modify the same files, which becomes a bigger risk when mixing and matching since there will not be a notification that another mod has already changed the file in question if it's from a different installation source.
It seems you can do mods in a (proper) way that allows for "plugging in" the changes. I have multipe mods active that touch the same files and everything seems to work as it should.
That's another thing in favor of Nexus though, you can actually look at the stuff before you install it.
As I said, it depends on the mod. You're absolutely right about Nexus mods in that they can be manually installed but you should absolutely never do that unless you know exactly what you're doing. Even if you know what you're doing, the fact that Nexus will revert any changes on it's own is vitally useful to anyone doing mod work. (Unless you like verifying your game cache every few minutes, which is far more of a PITA than a Nexus revert.)
As for XCOM 2 mods working in tandem, it's possible that could work but if they are .INI changes I wouldn't trust the mods to play nice together unless each one is changing a different .INI file or if they're only adding lines to the .INI file. If they change the same variable only the last installed change will take effect. (Obviously, since a given variable generally can't hold two states at the same time.)
This is all mostly just pedantic hand wringing on my part but it might be useful to someone. All this being said, I haven't taken a real look at XCOM 2 mods but I have a lot of experience modding Skyrim using Nexus.
Helping to keep mods up-to-date is another thing of yourse, or any other convienience features you might want to use.
That's how it's supposed to be done. Most of them already do it this way and it won't take long to catch on for the rest I hope.