I suspect complex events are problematic.
Let's say we wish to make DOA pack optional. Its event is called from the village screen, but ok, let's say the village is mandatory, and naruto pack too.
It's called via matrix. So we need to add another matrix area which should not exist without the pack.
I am really tired atm but I doubt that it's doable under the current system. You can also conditions the triggers themselves using almost any way imaginable just by running some code to check what packs are installed.
At the end of the day, all code we or I can come up with to try and compensate for different scenarios modders may come up with will result in waste of time and bullshit cause it is plainly impossible to get that done. Even if you write a fork with 10 000 000 conditions, trying to check for every possible case/scenario, some asshole will find a loophole to fuck everything up in a system as complex as ours.
Best we can do is to work with modders, assuming that there will be serious modders after the next release and come up with setups that make sure their mods are working.
Even for you events, lets say someone hates Ino and deletes her from the pack, are you adding 1000 conditions and check to account for a possibility that an image or a character was deleted? Or do you write a function that will check if all chars/images are still present in the game before every single stage of every single one of your events is executed? I sure as fuck hope that you don't

There is no fighting idiocy or random use actions in a design that allows any modifications. We'll do what makes sense, logically, but I am not wasting time coming up with half a million if/else forks to account for some bs scenarios that might happen.