Fort_Master_Gustav I'm afraid if this las does the spritework, it'll look out of place just because of the enormously high quality compared to walt's sprites. No offense intended, but goddamnit her spritework is amazing.
I find this a good argument.
You see, any modder knows that the most tedious part of a mod is usually making sprites that look right, and not out of place or too un-vanilla. In other words; the more realistic a game is, the harder it gets to make mods look good.
Examples of this can be seen in games like Rimworld, Terraria and of course Minecraft. Those games have tons of mods, because their artstyle either consists of simple drawings or pixels/blocks. Games like TF2 and KSP also get content supplied to them by their communities, but in those games there is a much clearer gap between high quality experienced modders and amateurs.
An example closer to Cosmoteer would be Factorio. Factorio was and has been in development for a long time now, and has experienced multiple changes in art direction. One of those changes was going from a more low-resolution 'pixelated' style to HD-imagery. This caused quite a drop in mod quality, as players now had to make way more introcate sprites. This caused many mods to look dull, or some mods to straight-up copy sprites from the core game and just resize/recolor them. I know this is quite an extreme example, but my point is:
The more detailed Cosomoteer becomes, the higher the bar is raised for making sprites, causing a bigger gap to occur between beginners and veterans. And that's not a good thing.