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The rest of us use the Nexus and tags are only for sorting categories. You use sort by downloads/endorsements to see what the actual most popular mods are.
Your talking about Bethesda, King of mess makers.
I mean that is what they do isn't it.
Immersion doesn't state specifically that it should be selected if your mod is intended to enhance immersion (i.e. make it closer to reality, such as wear and tear on weapons and armor, or restricted range of motion in heavy armor) or break immersion (such as skimpy armor that only protects those body parts actually covered by the skimpy armor, or jiggly heavy armor).
Gameplay doesn't specifically state that it should be selected if your mod is intended to change the way the characters behave (i.e. NPCs/non-combatants seek shelter during a Bandit/Vampire/Creature/Dragon attack instead of facing them down with an iron dagger, or people have to eat/drink a certain amount and/or bathe regularly to avoid illness, or are affected by wetness and temperature, or are affected by inclement weather such as heavy fog or blizzard conditions or heavy downpours) or that it alters the animation set for game characters (karate kicks, eye pokes, kicking people in the junk, poking corpses with a stick, fishing for fish, etc), or that it alters the control scheme (the jump button is "J", the "Activate" function is "A", the "Forward" button is "F" or the Up arrow, press "R" to Run or "S" to Sprint, etc).
IIRC, there are also tags that should, but do not, exist to make things more specific, like "Player Home" if your mod contains a Player Home, with sub-tags indicating if it Is or Is Not Adoption/Marriage/Move Your Family To It compatible.
It's been a while since I uploaded a mod to Nexus, so I can't recall which tags specifically I found missing to let modders clarify their offerings.
Nexus does have more tags to choose from than Bethesda.net, but both lack the clear definitions of those tags, nor do they have a direct means of disputing the author's use of those tags.
I'm sure each author has some justification as to why their mod should fit under those tags, even if it is just an excuse to show up in more searches.
I do try to be logical when choosing the tags for my mods when I post them.
Faster Arrows/Faster Magic do affect Weapons (this tag doesn't clarify whether it should be used to add weapons to the game or if it can also cover existing-weapon modifications) and implement Gameplay Changes by increasing the speed of projectiles, as well as affecting Immersion since I do have some real-world experience in both archery and projectile speed.
I can find no valid reason why magic projectiles should move as slowly as they do in the vanilla game. Increasing their speed affects Gameplay specifically relating to combat, as well as more passive spells like Magelight having a more immediate effect - light travels at the speed of light (or a reasonable facsimile thereof).
I see no valid reason why a target should have the opportunity to dodge any magic attack at a close range. That goes for NPCs and the Player.
Quintower Manor has the Gameplay, Immersion, and Homes tags, because it affects all 3 by offering a functional Player Home for those who Role Play as someone who was wrongly persecuted by the Empire in their zealous hunt for Ulfric and mad scramble to regain control of Skyrim.
"I was just out doing my Adventurer thing. I came out of a Bandit/Critter cave and there's cops rounding people up. They snatched me up, took my loot, accused me of being a thief/grave robber along with some clown who was trying to steal a horse from a nearby settlement, threw me on a wagon, and clubbed me in the head while I was trying to plead my case. Next thing I know, I'm in the line-up for execution."
Faster Escorts has the Gameplay, Immersion, and NPCs tags because it makes NPCs whom you are required to follow, or are otherwise dependent on, travel to their destination faster, such as Erandur when he leads you to Nightcaller Temple, or Tolfdir when he goes to Saarthal (you're not required to follow him, but if you do run ahead, you have to wait for him to get there to unlock the joint). Mirabelle Ervine is showing you to your dormitory. While she doesn't run to it, she does walk like an administrative professional who has a job to do.
Faralda leads you to the College gate quickly so she can return to her guard post quickly, as she has a job to do there.
They move like it matters, not like they're leading you through a Spawn Party so you can level up your combat or sneak skills.
Improved Housecarls and Hirelings will, when finally released, obviously affect NPCs, as well as implement Gameplay changes/effects by giving followers skill perks and such, as well as affect Immersion, since there is no valid reason why the Player should be the only combatant who has skills relating to combat specifically, especially when there are followers who have been doing it longer, or who specialize in a given combat style.
Yes it is. Much better.
people are generally people just throw on immersion to anything that they like going mmm giant anime tiddies are good therefore immersive, rather than focussing on the purpose of immersive, which is to fix errors in logic as it applies to reality i.e more signposts because people need to know where they are
overhaul just seems to be thrown onto anything that is a vanilla edit rather than an actual improvement to existing vanilla systems.
the same thing happens to gameplay with authors going, "OH i added 1 NPC and a sword retexture, i chanage the game a bit therefore it's a gameplay mod!"
whereas the proper use is for things that largely alter how you play the game i.e ordinator perks
it's just so stupid this crap isn't managed at all...