It'll be me to start. My usual copilot is going to be indisposed for a while, so figured it was as good a time as any to try this interactive play-through thing.
Oh, and regarding abusing hoptoad or superjumps... I should add that I'm going to at least ATTEMPT an Ironman Run. And if that doesn't work out, we might just take over as our companion if we die (assuming we have any). Depends on a few things, though; namely just how deadly this set of mods will be.
Mm. Well, hoptoad's fairly safe with a little bit in the way of acrobatics and some practice (and you can always just spell craft your way up to a decent jump. Even smaller magnitude jump/acro boosts can be pretty useful for getting around.). A handful of featherfall/levitation potion panic buttons makes it a non-danger. I think my 10-12th level critter using fair regen was using it as <gender pronoun>'s primary means of transportation without any trouble. Going over those big mountains in the middle of the island is a pretty good way to get around, and as mentioned it's much more dynamic and interesting than just levitating around. Or walking
Can either jump from peak to peak, or jump up one side and then slide down the other. The latter's safer until you get acrobatics up there, o'course. And still fun
Can feel a bit like playing Tribes, ha.
Ideally, you have it just strong enough you take a little damage on the fall and both acrobatics and restoration as either minor or non-core skills, since the damage and the healing does a good job of training both of them pretty well. Pleasing
and practical!
Superjump's a bit trickier, ha.
And, of course, go with whatever's most comfortable to you. It'll be fun to watch someone else play... hopefully. Even if you don't strip Seyda Neen to the floorboards