I've put the skill modifications on ice for now, the metallurgy parts will be fairly easy to keep as a separate module.
One things to keep in mind though, is that this mod already modifies the stock metals, and relies on any other weapon/armor materials (including cloth) to be modified in the same way (a substantially increased impact elasticity and yield point for all of them and substantially reduced shear strengths on cloth), so keep in mind that with mods that introduce new materials/modify existing ones, some manual fitting needs to be done.
Next up will be some rearranging of armor layering to work out a few bugs/oddities and some extra armor items. (an ocular kettle helm, because they look way too cool to omit, and possibly cuir bouilli arm/leg/head armor. As soon as figure out whether the scant evidence for their existence is compelling enough. It should be noted that knowledge on cuit bouilli is pretty spotty in general, as it has a nasty habit of completely decomposing and was used in an era where surcoats were still in use, making it quite hard to see what they are wearing underneath).
I also noticed a particularly vicious looking polearm that I want to include in a number of medieval paintings, supposedly from different times and artists. It look like the bastard child of a longsword, spear and a cleaver. Just got to find out what it could be called and be sure it was not just some artists getting creative.
Oh and, your welcome, glad you like it ^^