Thanks for moving this over here, Peregrine

It would appear that some people seem to think that 'wait and see' was a smokescreen behind which the makers of MEMod were hiding, while not actually working on the mod at all, and that MEMod was nothing but a giant hoax...

Well - I know how much content I produced for MEMod, and I have seen content that others produced .... so work was definitely going on - as all those who were producing MEMod content can confirm.
Some mod secrets we didn't want to give away - to preserve the element of surprise. Things such as the timeline, for instance.
And for many features, there was no way of knowing whether it would be possible to include them - this is where 'wait and see' comes in.
As an example, take for instance a request to provide NPCs with individual schedules. As a dialogue writer, I know that it's well within my skills to write NPC dialogue such that appropriate responses will be given whatever the NPC is doing as part of the schedule. Simple enough. I also know that Wookiee's scripting skills will easily suffice to write NPC scheduling scripts.
So far, so good - no problems with implementing NPC scheduling.
Or are there?
Within a reasonable timeframe, how many NPCs can I write suitable customized dialogue for, and how many NPC schedules can Wookiee script? And the answer is - not enough. So whether we can have the feature or not depends on whether we have enough team members with the required skills. And that is something that is impossible to predict in a volunteer mod team.
But even assuming that there's enough staff to write the dialogue and the scripts, the next problem isn't far away.
How many of those NPCs and their scripts can the engine handle? That's not something we can know until we've actually made the cells the NPCs will be in - complete with the models, textures, animations etc, and see how the engine copes.
For every feature we'd have liked to include, we had to bear that in mind.
I can't say that I followed the development of Fable with any interest, but I seem to recall reading that they had to leave out several features they had promised to include (correct me if I'm wrong here). And that's a commercial game, produced in a commercial environment - which means that they can adapt the engine they are using to accommodate features, and they can predict their staffing levels far more accurately than we could ever hope to....
So... we ourselves had to 'wait and see' whether we'd be able to include a feature, and to do it well enough to meet our standards.
But we were trying our best to work out how to get the features we wanted to have working in MEMod - frequently cursing the engine for its limitations, then trying to find ways around those limitations.