If that is truly the case, its probably time to start cleaning house. In all my time building, I have never heard of anyone reaching the mod load limit. I am actually rather surprised that this is an issue for our builders. it makes me wonder just how much stuff has been added in.
A example of where to start cleaning is the crafted items vs instance of non crafted items. The potion of cowardice has two blueprints, one from the herbalism, one from the loot drop. Many of the other potions are also like this.
Another example, The rusted/rotted armors and weapons that the un-dead have. These items are generally considered junk, are very rarely sold, or used, and left around only to cause lag.
Why not give them regular equipment, have the on spawn add the negative penalties to each item. Less blueprints, same result. One could even have the enchantment polish cloth be used to fix up the armors and weapons to be normal again, making the equipment drop useful and worth while to carry out.
Many of the armors and weapons from the crafting system could be redone to use 1 blueprint for each item type, and whatever bonus or negative added by the crafting process. The item name can also be changed via script, the over all effect: a single iron, bronze, silver, or copper item, created from the same blueprint. This also works out that if the item is made via the crafting, or bought from a store or other PC, it works for other crafting (like gelding or enchanting) I have a script system that does this. I am happy to share it.
Having built many modules over the the last 10 years I get what a colossal undertaking this could be. However, there is benefits to having less clutter. there are script systems available that can take a item, add bonuses, penalties, rename it, and even adjust the way it looks, both style and color. These systems have been tested by the NWN community, and are worth using.