
well I did actually talk about Unreal, but more specifically U1 engine as a topic, and is purely based on the 1 issue, rather that your overall guide.
Please don't take it as a rant, I can be very "dry" and I was just trying to be thorough and use as much reference as necessary (Don't worry I will make up for it with a more useful post on something

)
Either way you do it, the user needs to know exactly what the benefits and drawbacks are.
As I pointed out it is a 50/50 issue.
You did not list "Pros and Cons" and I felt for fairness I needed to balance things.
Neither way is perfect, but at least a user can easily uninstall anything installed with a UMOD (which should have also added the correct config and serverpackage entries).
I was only concentrating on UT as an example, being that is is more standard to use int files which users would be missing, though Unreal has the same problem.
That is a gap in Unreal development I spend a lot of time filling, as Unreal developers seem to be unaware of the power of a well made int file. I have created int files that allow the configuration of complex mods that are a pig to setup properly.
I have edited int files that make all my U games do wonderful and crazy new things.
That Unreal archaeology has been very useful to several UT developers, who now have an easier way to configure advanced options (NW3 is split between basic options in a GUI, and advanced options in the "advanced options" window.
I taught several UT2004 developers the same ancient tricks, and they have been able to offer the users better config options.
You can do the same thing in UE3 or UDK and unlock a whole bag-load of functionality.
The irony is Unreal 1 has the easiest access to the advanced options, yet is the least used.
NW3 was referred to, as it is one of the largest current mods to be served-up via redirects (A project is starting to port to U227)
The Chaos versions also only affects UT users, and the main bugs that people complained about for years, were fixed in v1.1
..but problem pawns are used by both.
Documentation or the lack of, is also common to both.
The lack of a configuration GUI is also common to both.
The lack of user knowledge is then common to both.
This is no different for Unreal, and J's maps are all for Unreal and UT, as are many other maps and mods.
This is the ranty bit
The root issue is with people that continue to host outdated versions that the authors no longer support (unless there is a valid reason).
eg. Asgard's mods
Here
http://hyper.dnsalias.net/indexd.htm you will find v1.02 and one of the later 1.03 pawns.
But on Asgards own site, you will find only the final 1.05 versions.
I visit MH servers in both games and have ended up needing 3 versions of the pawns in both games.
If the server admins had stocked their servers from the official site, we could all be using just 1 version in both games.
Everyone seems to be surprised there was a later 1.05 build.
Shame. Asgard deserved better, seeing as his mods seem so popular.
If people wish to mirror, they at least owe it to the original developer to support them, by providing links to the original sites.
*END RANT*
As a teacher/consultant it is not in my nature to withhold info I think is relevant from users, but I should have taken the time to add...
I do think the supercache idea is a great way to avoid clashes with files and servers. I like the idea of keeping all the files as hashed names, as it is how I find unique files in searches, but also think that if everyone was up-to-date it would not matter.
We all know that will never happen, so yes use the cache method, but please visit the sites for the mods and read the documentation.
BTW. Could you please possibly format the post a bit to make it more readable for us dyslexics ( I had to copy it and add line-breaks so I could read it).