Some feedback having tried the King Rythe of Morrowind, and Mister Eyepatch (don't know name) Pirate Republic in Stirk. Also a few suggestions, so I will lead with them.
1. Sunset Invansion/Mongol Horde Crisis: I would like to see replication of a few things. Akavir famously subjugated the land, finally meeting their defeat in Velothi Mountains. It would be neat if they tried again late game. However I do know this is the era after that age. I am suggesting however that having a few major "Awakenings" and invasions regarding things like "The Oblivion Crisis", "Awakening of House Dagoth", and maybe some events that led into Morrowind. First, there seemed to be an active Ebonheart Pact, according to Morrowind Lore, "The Empire" invaded Morrowind. During this invasion, Skyrim and Black Marsh (other members of Ebonheart Pact) attacked the Empire, to which Vivec pulled out of the pact and signed peace allowing much of Morrowind to peacefully go under Imperial Rule. These such events could all be simulated, for timestamps in those ages or for games which through playing out, reach those ages.
There are several other prospective invasions including Manimarco, King of Worms.
2. Daedra Lords should be attempting to interfere in the world of mortals. All of Tamriel history has been defined by Daedra interventions and schemes and for all of the events in the game data, none of them offer Daedric temptation and while I have found Ebony Armor, I haven't found any of the artifacts from the series, and it would be neat to have them in the game.
Those were just suggestions. Now, onto criticism.
1. I noticed that Morrowind has no Republics to start. I already posted this and in fact, a lot of people gripe about it. Some people want Republics all over Morrowind and others argue for Great House Republics, not me. I am simply saying that having a few Republics in Morrowind would enhance the game. There should be one north of Tear, and another one 2-3 territories west of Ebonheart. These places are already capital city holdings, and spread out enough that they can function and be fun without taking over the game or "requiring purchase". There is already a Theocracy in Morrowind which people can't play, so one more thing we can't play wouldn't hurt anything.
(Furthermore, I like systems that have "Option A" if you have DLC but if not, it switches to "Option B" instead).
2. Morrowind starts off as a unified high kingdom. You don't own Necrom, or like 3 spots on Vvardenfell and both are very easy to snatch up once you get used to the scene. Because you are practically immortal, the only threat to Rythe is illness or assassination. If he dies, Morrowind will "Balkanize" and huge, intense, fun conflict starts. Meanwhile, it is very difficult to find claims on foreign territory. I was able to fabricate claims on The Imperial City, and boated some troops over to take it. I wasn't able to conquer any other neighbors, and spent most of my time dealing with insiders who hate me. Meanwhile, foreigners easily find their way in because of Crown Laws. Then, everyone immediately hates them, and it serves as a wrecking ball. It feels like "Imperials", "Nords" and "Argonians" who according to Lore have each invaded Morrowind with great success at one time or another, should be able to get in. Yet it also feels like Tribunal Temple never does anything helpful, or hurtful: the only thing they have done in the game is vote for Not-My-Son as successor, leading to an ugly cycle of assassination, and bribery.
TL|DR: Rythe should not start with Vvardenfel Kingdom, he should have to earn it through force. He needs a way to invade Argonians, Cyrodil and Skyrim and frankly, they need to invade him now and then. Rythe has little means to interact with the rest of the world outside Morrowind.
3. Stirk Pirates start off in a tough spot. No wife or heir, everyone hates you and you probably won't live long enough to put out more than 2-3 heirs. I would have him start with an illegitimate son and send him through the "claim bastard or walk away" event. Just in case the player dies quickly. That jerk Doge in Wayrest (the old man), also seemingly starts the game by declaring war with "Raid" CB. This wouldn't be too much of a problem if he didn't also have 2-3 other things going on, when I boated over my troops he was in all kinds of trouble with his peers, grey troops marching all over the map. I won that war easily, too easily, because of his other conflicts.
4. Everyone knows how lame it is to have built 3 addons to Trade Post, just to have the event "King wants to smash your Trade Post! Do you take it down or bribe him" and of course he takes the bribe then destroys it anyway. This is perhaps the biggest early game setback that can occur that ruins everything. It is really, really lame.
5. I wish there were a supported version of the mod that doesn't have Akavir. I know there is an outdated modmod for it, which is reported by the author to "crash more often" however it would be fantastic. I understand it isn't likely because nobody wants to maintain 2 versions.
Lastly, I would appreciate it if there were a list of trait numbers. I looked in the files and I see their names, are you just using names instead of numbers? I am a little confused by this. I am thinking about making a few simple modmods, nothing fancy or special, but just some "Personal Preference" tweaks and I feel a little "in the dark" about things. I am getting more familiar with the code and at this point I just need to learn a little more.
Thanks for the great work, this is one of the best Tamriel mods for any game, and it puts the Civ5 Tamriel mods to shame. Incredible work!