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Combat Extended completely overhauls combat. It adds completely new shooting and melee mechanics, an inventory system and rebalances the health system.
That's a lot of changes that will have to be accounted for by a mod to be compatible.
It's not just the mod itself, it's the community around the mod, in short.
It has a new medical system, which means any sort of creature added by a mod needs to have a second set of CE-compatible medical stats. This includes robots and the like.
It has a system that rebalances how guns are fired to have a pseudo-vertical element and tracks how much of the body different types of cover add based upon the object a pawn is behind, which means any kind of furniture needs new stats just for CE.
Also, the way that the changes to the combat model work can conflict with basically any other game mechanic alterations if they happen to change similar parts of code, so something like a psycast mod that drops objects onto the field might have a conflict because those objects don't have the right cover stats or something.
Only mods that are purely aesthetic in nature tend to get by fine, since CE doesn't freak out about graphics. (I.E. something like the varied meal graphics mod or any of the body/clothing/hair graphics replacements.)
Basically, it creates a whole bespoke set of coding requirements that most modders aren't interested in dealing with (or would get yelled at for dealing with wrong even if they tried).