Spot on MadVader. A bit of reflection from a Multiplayer modder perspective:
The self-imposed pressure can be insane because of the way MP playercounts work. People playing bring more people playing, and you're competing with other MP mods and vanilla in a very limited player pool. First mods to start dropping off population due to lack of updates die off beyond the point of no return. No one joins a server with 5/200 people on.
You have to keep constantly pushing updates, and the best MP mods with lots of player retention had a lot of work put into marketing, reaching people and announcing news(Including roadmaps, for Taleworlds readers).
Singleplayer mods are at a much lower risk of 'dying' due to a lack of updates but they lose clout and public interest unless well maintained, and I think the SP modders have it way worse with the 'when update' thread spam and pressure.
timescales, meetings, development queues
Having a developer meeting with basically hobbyist volunteers on how your niche Multiplayer mod balance should keep evolving is one of the most difficult things I've had to deal with. Even with teams where people have a similar vision for things, balance talk can get very exhausting and subjective.
They dont have to fix the issue going forward (if it breaks next patch).
You absolutely do if you don't want the project to die.
They dont have to think about performance issues or memory limits. They dont have to think about how people can change the code going forwards or if it works on every scene.
Taking care of in-game performance and code maintainability are the qualities of good and excellent mods that survived and became classics.