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The closest thing you /can/ realistically do is probably to merge simple mods like config tweaks into one big local mod. I've also seen people merge asset mods like voice packs, but that's a bit more involved.
You mention doing this earlier:
"I successfully had the game saving and loading over 2000 testing mods, with a limit somewhere around the 2160 mod mark. This was purely due to it overflowing the data block responsible for storing mod names and save metadata, and I could shift that point around by just making my mod names (or even just the save name itself) shorter or longer."
How did you make the mod names shorter? Was it by editing the mod names in the Alternative Mod Launcher?
I've done some limited digging into saves affected by various bloat issues, but I don't /think/ the data blocks that are getting bloated have the same hard character limits. (saw blocks with >80k characters on working saves, though I'm not sure if my search filters were set up properly -- big files are awkward to work with!)
I did further testing and found out that saving in mission reduces the size back down to 5k which means the barracks details are being saved with the game instance causing the bloating file save size. Then immediately after finishing a mission without recruiting the save file size is reduced down to about 6-7k which loads back fine with no issues.
I successfully had the game saving and loading over 2000 testing mods, with a limit somewhere around the 2160 mod mark. This was purely due to it overflowing the data block responsible for storing mod names and save metadata, and I could shift that point around by just making my mod names (or even just the save name itself) shorter or longer.
You can read a summary of my findings here: https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting/#wiki_what_is_the_maximum_number_of_mods_i_can_play_with.3F (more info in the Discord if you do a search for the magic marker, "Áƒ*ž")
As for the OnLoadedSavedGame calls, the script N.C.V. linked to in the description is a modified version of one I had ChatGPT generate, and it skips over empty calls. The only results should be ones that actually do something with the event.
Also, "OnLoadedSaveGame" isn't the most reliable way of handling this, because over half the mods on workshop include calls to it which are inactive. You would have to manually check every single script people make to ensure that you accurately catch every case.
As such, it's more ''what is safe to remove is'' a case of ''what has it altered within the save configuration'', less than what scripting mods involve.