One more time let me explain what I have been trying to do. Most of my development work over the past 25 years has been in research prototyping, proof of concept, brainstorming, scoping, exploring at the starts of large projects. This is a standard process and one I have gone through dozens of times, usually in a group. You all seem to be unfamiliar with it, but I assure you it is well established, reliable and practiced (and recognized) by many.
What I am trying to do is:
1. Make a list of a million questions you could ask about a minion or group of minions. Stop when it seems like the list is wrapping around onto itself again.
2. Go through the list. Choose some subset of the questions that are more likely to matter for the society of mods that will grow up around the game. Base this choice on group intuition: whatever seems most exciting, important, big.
3. For that subset, go through this process:
a. Come up with at least two and no more than five answers to each question. Each answer must start with the words, "I want to write a mod in which..." Example: To the question "can minions carry things" one answer is "I want to write a mod in which the player interacts with donkeys as beasts of burden. They carry stuff for the player, and they carry the player. The player can increase what their donkey can carry by "leveling it up" with enchantments created using essences derived from increasingly rare plants found in the world. The donkey can never be carried by the player; it is large and too heavy. It is also stubborn, however, so the player must find other means to get it to move when it doesn't feel like moving: carrots, sticks, other donkeys, etc."
b. For each answer-mod, answer these two additional questions:
I. What information does this mod need to work? Is that information likely to be specific to that mod, or can it be expected to be shared among many different mods? Should it be something each mod has to instigate, calculate, and keep track of itself, or should there be a centralized facility for doing so in the game engine? For the donkey mod, it would be important to keep track of weight capacity the donkey can carry. Weight capacity is likely to come up for many other mods, since help carrying things is something likely to come up often in various ways (magical trunk, steampunk airship, pipeline, etc). So that's a low-level requirement with widespread use. However, leveling up donkeys and keeping track of leveling-up points, as well as placement of rare plants, is likely to be limited to this mod or a few similar; so that is not information usefully kept at the low level.
II. What functionality does this mod need to work? Is that functionality likely to be specific or general? For the donkey mod, it will need some way for the player to put things in the donkey pack, see what's in there, and take them out again. This might piggyback on the chest interface, so no extra functionality is needed, and if the mod makers want more they can add it themselves.
After this process is complete, what results is a prioritized list of metadata and functionality worth building into the game engine that will support the rapid proliferation of a robust society of mods that do many amazing things regarding minions, towards the creation of a "game of games" lots of people want to play. When implemented, this list of features in the modding system will make the game attractive not only to players but also to modders, who are the sina qua non of a game like this growing to immense heights of popularity.