Options to change enabled GameFeaturePlugins in a UEFN project

This is something I think would be nice for some projects that don’t utilize certain Items/Objects/features/etc. This would probably be part of the upcoming Thin Client, However I would also like to suggest that this be used for certain things that currently are NOT in UEFN or FNC.
For example, if I wanted to enable MilitaryRank, then I could add it to a list of enabled plugins, which would then automatically enable any required dependency plugins.
For game feature plugins that are missing from the files, like IO_Guard, those would be automatically downloaded from Epic’s CDN.
Some plugins that are collab related, like StaminaGameplay (Dragon Ball), those would be blacklisted and unable to be enabled. You wouldnt be able to publish while any unoptimized features are being used, but you could load into an edit session to mess around with stuff.

I think this would be really cool for people to mess around with things that aren’t quite creative ready yet without them being forced in without the respective plugin being enabled, which would cause more bugs than ones that actually exist. this could ALSO be useful in reducing load times by not loading plugins that aren’t being used.