Me and every other major modder who has posted in this topic, alongside pretty much anyone who thinks of modding cathedral-wise, so many major mod tool developers.
Free mods aren't going away. Nobody is going to force you to charge, the workshop remains free to use if the author chooses to keep his mod free. "cathedral" modders can continue to make as much free content as they want.
Why is it a problem that people who wish to charge for the work they do are able to?
(again, set aside the possibility of theft which can hopefully be sorted out, and the cut valve is taking, because we both know that's not what this is really about)
This is
exactly what this is about, as it represents a major breach of trust between fellow modders. How can I be sure when I hand out a resource with the explicit notation that you not sell the derivative for profits that said person I'm handing it to won't simply disregard my wishes and sell it anyway at the expense of my own work? Do I have to manually buy his mod in order to sift through and make sure my works aren't in the final coding, propigating a system I'm against? Do I just assume he means well when the rest of his works are already on sale? Why do I have to police other modders 24/7 to make sure that my wishes are being respected? He's effectivley a different class of modder then I, and we can't colaborate with each other due to this difference. Payed modders end up isolated and their work suffers from this.
In addition Free mods
are also going away for this reason as fellows close up shop to prevent thieves from exploiting us for profit.
Valve has stated openly they are not willing to go beyond the bare effort needed to police these actions, expecting the community (those
"gamers" you're cross about) to do the work for them on top of the modders themselves.
The reason we're opposed to this is because not only are the gamers who we rely on for feedback and inspiration being turned against us like you yourself stated (when they really should be against Valve), but it's pitting modders against other modders at the expense of the community of a whole.
Those cutom weapons, their models, the textures behind them; those are all objects usually made by seperate people and grouped and coded into a coherent mod by a scripter, if not several scripters. If each model, each texture, each individual script starts to cost money as their individual creators put them up, suddently you have to purchase all those little mods yourself in order to complete your work, assuming they even allow you to use them in dirivative works in the first place. This ends with payed mods being limited by budget, which in turn means that they'll suffer from hurdles that were previously unheard of in the system.
The most popular modders might scrape a living out of it,
but at the expense of the rest of the community as a whole. You're inserting a class-based system to setting where it really shouldn't apply.