Just figured I would give a small update since it's been a while and it looks like a20 will finally be here soon.
As it stands I plan on updating my vehicle AIO and the Wasteland mods to a20. No plans at the moment to do the individual vehicle mods, though I might down the line if it isn't a lot of work. I would like to add the features Ragsy and the guys have in Vehicle Madness for my AIO at some point. If a20 was a bit later I would probably try and get it in before release. I may still try and do that. I've went back and forth on whether to make it a patch to the AIO, or add it to the AIO itself. Still undecided. Would be a lot easier to keep it as one mod, and I've had a lot of people asking about making my vehicles work in this manner, so that will probably be how I do it.
As far as the Wasteland, I've been slowly working on it, and the attribute/perk overhaul is mostly done. I already know some people won't like the direction I went with it, and that's fine, but it probably isn't going anywhere. It will surely need a bit of balancing as the aim of it was to do something a bit different for 7 Days, while slowing progression down some. The main issues I'm expecting right now is I'm going to have to rework vanilla's loot progression to match my new skill progression. The way it feels in my small test game is that the loot will move out a good bit ahead of your skill level so that by the time you'd get to crafting even q5 stuff, you'd be swimming in q6's already. And of course I can't even start on this attempt at balancing till a20 releases as I'm sure there will be a lot of changes to loot. So I have to wait on that front. Hopefully I can get it done while a20 is in experimental. I'm trying to make sure all other content I've added or changed is polished up so I can put my focus on that when the time comes. This is also why I'm a bit leery about starting the AIO changes till after I know the Wasteland mod is good to go.
With all that said, the next Wasteland update won't be it's biggest content update, as far as new things, but the skill overhaul is a pretty decent change. It's heavily inspired by Fallout 4's skill system. You will now spawn in with with a "You're SPIFSAL!" book bundle. This bundle comes with 9 books for each of the 7 attributes. Reading all 9 of one attribute would give you max level(10) for it. The limiter is you can only read a total of 21 of any SPIFSAL books. So it's like choosing your SPECIAL points in the beginning of a Fallout game. All perks are now level gated as well, so even if you max out an attribute, you can't max any perks on day 1. Level one of each perk is available at player level 1, but the higher levels vary. If you hover over a locked perk level it will tell you what level you need to be.
There are still a bunch of the vanilla perks, as well as several new ones. I currently have removed a few vanilla ones, such as Charismatic Nature. Light and Heavy armor are now leveled by finding their Training books. Every time you read the book, it gives you the next level of the perk. So they are unchained from any specific attribute. All perks now have 5 levels, and at max level allow q6 crafting of any items the perk governs. Crafting level of specific items can be manually increased outside of perks by rereading their schematics, if they have one. This will cap at q5 though, making the perks better in the end.
And I have changed the Forgettin' Elixir so that when used it resets all attributes, perks, and quality levels gained from schematics back to q1. It will also give you a new SPIFSAL bundle. There are cvar requirements on each book so you can't cheese the elixirs to max all attributes though.

There are also collectible Power Armor statues to look out for that increase their corresponding attribute by 1. And there are a few drugs to help you out as well...
Anyway, sorry for the wall of text. Just wanted to go ahead and throw the framework out there so people will know what to expect. Bring on a20!