So what I'm envisioning here is a similar approach to what Rseding has used in his mods - the ticking mod maintains a 'cron' table with indexes that are numbers corresponding to future game ticks. On any given tick, if it finds a matching entry in the cron table, it calls a remote interface defined in the corresponding mod/s, which run their code and then return a number that denotes how many ticks to wait before triggering the remote call again. This allows mods to reduce the amount of work they do if nothing much is happening. Or they can just keep running at a constant rate. It's up to the author of the mod.
So for this basic setup to work, I think there's four things needed:
- A remote interface in this mod that can be called to add a mod's first cron trigger to the table.
- Code to be run during the on_tick event that handles stated everything above.
- Standardised conventions for identifying and interaction between mods.
- Examples like the modding tutorial to help new users understand just how the hell they use the thing, how to implement a backoff algorithm, and so on.