Except such a mod, if developed, and I am open to do so, will get a negative response from the community because "RF is supposed to be simple."
That's the entire challenge of game design, though. It's entirely possible to keep something simple while increasing depth (depth meaning the amount of viable choices that the user has). However, if you introduce complex mechanics without increasing depth, you probably
will be criticized (deservedly, in my opinion).
A quick example of depth vs complexity: if you're playing an FPS game, and you have two guns that are different enough to not be sure exactly which one to use in which situation, but you know that they are both totally viable, that can be incredibly deep but is also incredibly simple. Now, extrapolate that to having 15 or 20 different weapons, all with different use cases. Now you've introduced a complex system that is certainly more deep (given that more than 2 weapons are viable at a time), but it may not be worth the added complexity (are all weapons
really viable? It's doubtful; therefore you're putting the onus on the user to narrow down the choices to the few viable options in any given situation themselves, and at that point you are just raising the barrier to entry for no real benefit).