This started out as an exercise in dicking around. It might be fun, and yes I did see the few existing 'hobbit mods'.
Goals -
1. Dwarves, Humans, Evil Humans, Elves and Hobbits, Orcs (goblins) and Uruk-Hai (something more like Orc mod Orcs) as distinct, flavorful races.
2. Reasonable-sounding languages.
Quenya is the most complete, Sindarin has the most nerds adding to it but has insane grammar, Westron might be possible for the hUmies, Black Speech would need to be 80% invented.
For the sake of prurient interest, I put 'anus' in the elf language down as úquétima "unmentionable" but assa "opening" is tempting...
3. New megabeasts!
Some can stay as they are with new names. Dragons will stay. Hydra will go. I'd like input on these. Barrow-wights, Undead Oath-Breakers, gaurhoth/werewolfs, Trolls, enraged ents, fell beasts, Oliphaunts... I imagine myself playing as Hobbits more often than not, so I'm afraid of making my megas TOO intense.
4. a farming/plants overhaul
like I said I'm fond of the Hobbits. More dyes for clothing, pipeweed as a valuable export (non-cookable, probably processed into bags like Qbush leaves) larger plots required for farming (increased harvest times) more names for food products. New plants and trees, Aethelas, Elanor, Lebethron (essentially re-named Feather Tree), Mallorn, Simbelmynë... JT sure did like his flowers.
Questions --
Is it possible to make a second 'wagon' beast, smaller and used by Hobbits - with smaller sized wagon-pullers? It would break immersion a bit to see a hUman caravan come pulled by pigs...