In regards to your comment about possible issues about branching or converting to TAPI, I figured I could talk about a few of the mods I used with TConfig.
A few of the mods I used with TConfig that I liked the most were Rocko's ARPG mod, Omnir's Nostalgia pack, an accessory slot expansion mod that I think was made by MiraiMai, and a couple of mods that turned off health and mana regen and made the rocket and specter boots consume mana to run. One of the other mods I used before finding the ARPG mod was the Health Up mod, that allowed the player to increased their max health and mana to a absolute maximum of five times the vanilla amount.
The reason I love Omnir's Nostalgia pack is because it adds a lot of things from the Final Fantasy series, as well as things from some MMO I've never heard of before. I loved being able to find tomes that let me cast the various spells from Final Fantasy, and true to the pack's name the spell names were in the old style, such as Cure 2 and Bolt 3. It also added many vanity items that let me make my character look like various Final Fantasy characters, such as Edgar from FF6. And it added relics from the FF games as accessories. Accessories you had to earn by fighting tough enemies such as the Iron Giant and the Tonberry. I once found a gem box accessory that actually enabled double casting. As in having my magic items activate twice for the cost of one cast. This let me use Cure 2, which if I recall correctly, restores 40 HP per cast normally, to heal myself very quickly. Another accessory was a ring that automatically cast Barrier on me, increasing my defense by at least 60 while my HP was critically low. This continued to be a life saver because of the many enemies that were also added by the Nostalgia pack. During blood moons, I would suddenly be attacked by hordes of dragons and other huge enemies in addition to the army of zombies and floating eyes. Even without the blood moon, the most common cause of death was Earth elementals, due to the fact that they hit like trucks and can teleport to stay on top of you. However, those elementals also dropped dying elemental crystals, which could be used to summon the four fiends from FF1 to fight. Then after killing all four of them and crafting an item with the purified elemental crystals, you could fight Chaos. Other FF enemies and bosses include the aforementioned Iron Giant and Tonberries, bombs, and even two super bosses in the forms of Ultima and Omega Weapon. I remember fighting Omega Weapon. I think he had 500,000 HP to shave off before he would kick the bucket. The Iron Giant had at least 20,000 HP.
The MMO I never heard of until the Nostalgia Pack was called Tibia, I think. There were quite a few enemies from that as well, such as powerful demons and dragons. And whatever the Plaguesmith was.
What surprised me was getting a barrow knife from killing a barrow wright. It's flavor text says that it strips the protection from the nazgul and witchking. Then in the dungeon, and everywhere in hardmode, I actually encountered nazgul. They take almost no damage until you hit them at least once with the barrow knife. Then you can hammer them with your swords, spells and bullets. One time during hardmode, I was mining out a meteor that landed in the ocean when a blood moon event started. I was then immediately attacked by Sauron himself. I died really fast. I think I had about 1200 HP thanks to the Health Up mod, and he wrecked me.
Then I found Rocko's ARPG mod. I uninstalled the Health Up and got the no regen mod to go with it. I really liked the ARPG mod because my stats were determined by what I put in strength, dexterity, or intelligence. The EXP gained was based off of the HP the enemy had, so ARPG was compatible with virtually any mod that added additional enemies to fight. Here is a screenshot I took with the ARPG mod installed, among others.
As you can see from my HP and MP, they went up by a certain amount every level up. Heart and Mana crystals also didn't work while ARPG was installed and active. The way I can describe how ARPG and Terraria Leveled work is that, depending on which stat was higher, HP and MP would go up. That was my only complaint about ARPG. All it took to determine the HP and MP increased at level up was which stat had the highest number, with how high the number was being a secondary factor. For example, having one more point in INT than DEX or STR caused my character to receive more MP than HP from a level. Having points in the other stats helps, because at the lowest level all of your damage is halved, but it was almost better to over specialize than to just simply have more of one stat than another. With Terraria Leveled, each level makes each heart of health worth more. So instead of a heart being worth 20 life from the start, a level up could make that heart worth 23 life. And it still kept the need to seek out fallen stars and heart crystals to increase max HP and MP.
One other mod I forgot to mention at the start was a mod that changed the health and mana meters into solid bars, mostly based off of the Sword Art Online anime. I liked having a solid bar for a health meter. Too bad it wouldn't work with ARPG.
So, yeah, that was the gist of it. More stuff trying to kill you. I'm sorry about the huge walls of text and an image of and about mods designed for TConfig, but I felt that I needed to share that. Whether that helps you decide to try to make it work with TAPI, or to keep it as a standalone. I'm just happy I have my Kingdom Hearts life bar with the KH low health alarm.
EDIT: The additional accessory slots mod was made by Shocka. Ooops.