Yeah that makes plenty of sense… I kind of dislike the idea of an array with multiple hundreds of elements to reference each quest the game holds, but i can see the merits in it too.
Though it appears the problem already solved itself. When i made my initial version of the Quest Subsystem, i made a journal and wanted it to show me just every possible quest asset i made. But that doesnt make much sense to be honest. In the end, unreferenced quests (like any other asset type) shouldnt be packaged because theres no way to initiate them anyway - since the initiation is done via an asset reference. So every quest that can be initiated one way or another got referenced and thusly cooked and loaded for both standalone and packaged games.
Though i’d still be kinda interested if theres a way to cook assets for standalone, since theres a way to cook them for packaged too.