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The problem with doing it the cool way that makes it easy for everyone is it seems to take developers a lot of time and over time they seem to slowly release more and more features to it.
I think a great example for modding is from a game called voxel turf:
https://store.steampowered.com/app/404530/Voxel_Turf/
Ignoring your first impressions from the name and voxel/sandbox building, the developer sort of makes half the game open source. The engine and what runs is closed source, but all the AI scripting, entity scripting, missions, generation, items, and server/client interactions is all done on freely editable lua scripts. He develops his content using his own functions and api and modders can do the same. He hasnt made time to write a comprehensive guide on what all his functions are or how they work, but he comments on some things and wrote a few example for people to try and figure it out themselves.
Imagine if Streets of Rogue could offer mod support for not only character classes, items, and traits, but also templated set pieces (such as buildings, shops, and graveyards), levels, biomes, mutators, or disasters, or even NPC behaviors. Imagine if the game even allowed players to create their own scripts that could fire under certain circumstances (such as, say, having Upper Crusters run to the nearest Police Box to spawn an allied Supercop when they come under attack, or having the Cannibalize trait restore health, but only work when there's a dead body nearby).
Basically, whatever you've already organized into some sort of list, pool, category, or other such things, you should probably consider them prime candidates for offering mod support.