It is evident from analysing both the data structures in the provided module files and from decompiling game code that modding capabilities were not a consideration in the development of the game engine up to now. This can also be inferred from the fact that there has been no quality assurance testing of modding functionality from Bethesda, as various current engine bugs that appear in the context of using mods would have been obvious showstoppers. Any existing modding capabilities appear to be incidental, stemming from the engine's legacy code base and the required work needed in that context to maintain functionality within the confines of editing Starfield.esm using the internal version of CK2.
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ElminsterAU, who's been developing the 'xEdit' programs for Bethesda's games for 15 years now.
So... Mods for SF will most likely be coming in slow due to BGS not programming Starfield (Or Creation Engine 2 most likely) to have suitable modularity akin to their older titles.
I also wanna mention that I think if the modding scene ever pops off for Starfield, it'll never be as widespread as Skyrim and I honestly think Modders should abandon the sinking ship that is SF, doing so would be an implicit endorsement of BGS's business strategy of releasing broken games and expecting the community to fix it (yes I'm aware that's also how it is with Skyrim and Fallout 4 but we gotta draw the line somewhere).