Initially, I shall make usage of the introduction of this comment of mine to acknowledge, Blue, the daunting effort you have undergone in coming up with a very grand of a proposition, which is to entail the addition of new content in a general scheme that has already been planned thoroughly since the release of the opening 4.0 patch. Albeit the official article belonging to another Edain era, as I cherish this definition a very good deal, the premises which are to found and sustain the holistic architecture of the Goblins might still be deemed well valid, even today. Reasonable and absolutely well-thought, as the original plan has been exactly envisaged. I know very well the strenuous fatigue of conceiving more structured proposals, and I thus rejoice at the opportunity to debate one of them here, in the very forum, for this space is undoubtedly nourished by ideas of the most diverse kind. I am therefore confident that we are all to set the foundations of a positive discussion, whatever its outcome may be and wherever it may lead us.
Henceforth, it is of imperative note that I be the clearest possible about my personal stance on the entirety of the suggestion: I am not convinced by the arguments which have been hitherto brought as pillars of the new faction.
The point revolving around the sheer number of evil and good factions I find very much flawed in principle. It seems to me a non sequitur assumption to make and of very little avail equally, were we to consider things altogether. The Good naturally boasts more diversity in terms of characters and scopes in the game for elaborating new possibilities, being multiple realms and heroes allied against not so many foes (Sauron represents the heart of the wicked side, with perhaps Isengard as the sole secondary antagonist that could come close to Mordor, and both the two players in the geopolitics of Middle-earth are then surrounded by a wide range of minor auxiliaries). Just to stick to and remain fine-tuned with the atmosphere and context of the War of the Ring, the prime timeline, the attempt of evening up the balance of mere numbers between the two sides doesn't sound a proper idea, nor do I really perceive the necessity of that to happen. By the way, given that this new faction is not to occupy any slot, I find the argument of even lesser beneficial effect for the proposal.
Furthermore, I would like to address the conceptual motive of the concept, in the widest and most comprehensive perspective. I believe there could be many analogies which one might find with the ever-green (pardon the pun) independent Mirkwood. It is de facto a very similar case: I can't think about anything necessary or compelling, when we discuss the hypothetical focus on the Grey Mountains as an evil faction. Being differentiation a paramount property of the Edain Mod, of the utmost priority, I would say that such inclusion would result redundant and not guided by sound reasons (with a very clear direction in mind). All appears to be, in my eyes, another Misty Mountains faction clothed with different robes, just to insert hither and thither patterns that are already present in the actual design of the game (Orcs, trolls, loose and feral beasts), alongside disrupting the coherence of the faction's spellbook with the intention of rendering the fiery Maia a permanent feature. If you remember, Blue, not only did I oppose the Balrog becoming a Ring hero, but I had also criticised the prospect of him being made (weakened and halved in might) a permanent hero. Correct me if I am in error, but I recall you having accepted the inexorable situational connotation of the Balrog. How did this new proposal take those arguments and debates into account? By the way, as for what deals with spells, I don't think that giant worms could ever replace for the better such a mighty and iconic spell as the summoning of Durin's Bane; moreover, lore-wise, the summoning of Nameless Creatures seems to be a stark violation of the canons, in that they have never served anyone but themselves, for they are the omega-type beasts by definition, and they ought not to be mistaken as Maiar or other fell creatures at the service of evil forces (they are in fact deadly for both sides, with no pledge of allegiance). The Watcher constitutes an exceptional case, because it comes from the vanilla and we actually have enough information about the character (needless to say, it appears on the screen too and simply evokes the atmosphere of the renowned Moria sequence).
In order to put more flesh on the bones of that famous Moria sequence, I also oppose the idea of Moria buildings being utilised for other purposes that are not Moria only. The art and essence of those structures was marvellously fashioned on the eerie nature of the mines, and by the ever-present wonderful scenes of the cinematographic adaptation which pertain to the quest inside those galleries and solitary halls. Splendid moments in the film, in tune with the purest spirit of Lord of the Rings. The Dwarven system is a strict one and thus forces to share the initial base. This would be improper in the own context of the Misty Mountains faction, whose own system makes it possible to explore the multifaceted traits of the material we have been provided with by the books and, especially, by the films, with Moria as the beating heart on which everything is centred. That's why, in nuce, I don't agree with the said founding premises of your concept, and with the consequences they are to lead us to: a confused restructuring that alters a design which fares well, leaving aside the minor overhauls on which the Edain Team is to work. The current foundations of the faction are sound as they are now, and this needn't be changed for the worse, as my erstwhile passages reiterate.
As a last note, you mentioned verbal aggressions in past discussions. What are you referring to, exactly? I don't remember the tone of the debate worsening so much, so that all turned into aggressive behaviour. Also, I'm not quite sure what you meant with 'Tolkienists' and 'Non-Tolkienists' in the list of pros and cons.