Moreover, the future of PC gaming is going to look a lot more like Object Desktop than it does games of the past. In the future, games and their communities will be far more integrated than today where there will be LOTS of content and enhancements to their games. Impulse, for instance, is being designed to support community modding.
In our fantasy strategy game, for example, users will be able to submit their own creatures, buildings, magical items, equipment, tiles, etc. -- all in game and other users will be able opt to make use of this content (or pick and choose which they use) all in game. But behind the scenes it'll be the Impulse Reactor (the back end of Impulse) juggling this. And users who don't want to have to mess around with the hassles we have today of running around websites downloading patches, installing the right mods, etc. will find Impulse to be quite a nice solution.
with respect, this is a pretty dower vision of the future you have. for one, i don't necessarily agree with you; the only other example of a game working like this that i've heard of is Spore. but that aside, since when was it okay for developers to focus all their attention on making it "easier" for modders to share their stuff? how many times did i see the SUPERMEGAKILLEVERTHINGINONESLICE SWORD on Oblivion mod sites? point being,
i don't want 95% of player content, and what little i do, i'm more than capable of finding myself.
i didn't miss the part where you said the player could pick and chose, but frankly, mods should't sell a game. a well developed game with its own content available upon release, with solid coding and lots of QA and customer support should sell a game. "making things easier" doesn't always make them better. just look at Office 2007.
finally, trying to streamline fan/player content seems like a cheap way out of developing a better game with more variety and better art. but more than anything, i fear this kind of system of content sharing will ultimately be more of a detriment to modders than a boon, because the sharing of this content has to be supported by your client backend, the things that can be modded this way are ultimately bound by the limits of your own creativity, vision and capability.
of course i might not understand the way this works as you do, and i might be blowing it out of proportion. but i tend to be more a libertarian with my toys. Lego never prevented me from shotting bottle rockets at my castles, so it's frustrating that stardock would control the way i receive and trade content.