Pak File Loader Plugin

I’d like a “solution” that allows me to do DLCs and Mods using basically the same API (because I can test the “mod” API when I publish a DLC).
I don’t want the mods/DLCs to be built upon the “game source”, as a kind of diff/patch thing, as is usually done, and recommended by Epic.
I’ve looked into Epic’s new Modding API but the “custom editor” is a no-go for me. I don’t want my “modders” to have to build it from source (too complicated), and I probably can’t have the custom editor published to the “marketplace” since my game won’t be in the Epic store.

I think this plugin (assuming it works properly in the UE version I want to use, currently 4.25), would be a great “base” to build a DLC/modding API for my game. The doc says that the PAK themselves should be built as “content-only plugins”. Now, my question is the following:

Can I build a large content-library project, and then create multiple individual PAKs from it, for only a part of the assets?

As a concrete example, I am downloading the “megascan” free content (something like 1-2TB in total). My plan would be to use some of that, and other assets, to build a library of “ground textures”, and then distribute them (downsized!), as separate “DLCs”, like “mountain ground”, “desert ground”, … Without the possibility to create multiple “plugins” from the same project, I would have to first import everything in a “temporary” project, work out what goes where, and then import everything to “individual projects” a second time.

I was hoping I could do something like a big data-table that references all library assets, and then “filter” it into “individual tables” (mountains, desert, …), and create one PAK for each of those tables.