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The tl;dr is reloading/modifying mods is broken in Qud's stable branch. So you have to restart Qud after making changes to your mod list (or, since the beta branch has fixed this bug, you could use that if you want to switch to using Qud's beta).
That error you pasted simply means that "More Modding Goodies" isn't loaded, and that's because Qud fails to reload or recompile some mods like it that have scripting or harmony patch components.
Qud's mod reloading functionality has a number of issues that cause mods to fail in interesting ways, sometimes crash at world gen, sometimes outright crash while reloading. That's why you see the error after reloading, but not when loading mods the first time (after restarting Qud).
This issue occurs specifically with mods that have scripting and/or harmony patches. Simpler mods (like those you listed at the end) don't have this issue.
https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/13355/the-game-just-crashed-on-me-while-starting
https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/13318/bugs-also-unrelated-making-a-new-world
https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/12331/modding-bug-when-i-reload-mods-from-the
https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/12746/bugs-hey-there-so-since-i-started-adding
These are some of the mod reload problems, crashes, failing to recompile (note they say they are changed in beta).
This problem is fixed in the beta branch. There, it has been fixed by forcing the game to relaunch after enabling/disabling any of your mods. So if you're using the stable branch, manually restarting Qud after changing your modlist is really the only workaround available unfortunately.
And thanks for the response. I love your mods, it would be a shame to not be able to run them.