...I'd be wary about the whole 'opening it to others to make content' path though. CataDDA, whilst great fun, struggles alot with player added content. I know they've got a bit more of a handle on it now (it was ridiculous at one point - with players just adding their own fetish items and whatever) but it still takes a team of people working tirelessly to monitor the influx of stuff...
Thanks for the heads up. I haven't been keeping up with Cataclysm. I was hoping to make something that'd be easy to branch with new content, and then bring content back to the mainline that's particularly strong. But I have to finish the game first before figuring that part out!
... You could always inform us here in bay12 about your next project! I hope it would still contain randomness we found in There is Only Power, because that is the most challenging aspect of your game!
I definitely want to experiment more with different areas for randomization. It's a double edged sword, though. On the one hand, I think it's really neat having the spell lists with random contents and in randomized order because each time you play the same archetype you're trying to figure out what game breaking combo you're capable of reaching this time. On the other hand, many people don't notice the spell lists are randomized, most people only play once or twice and if they get a seed that has a somewhat nonsensical or unoptimized spell order, it can kill the experience for them without a hint that the next play might give them a better opportunity. Still more room for experimentation here, I think, and lots of problems to solve.