Ultimately this is a fandom mod and lets be honest we have broken this rule before:
examples:
The Empire of the hand ships
ship desgins
etc
it is a bit hypocritical for you to support fandom ships but no support something that contdicts something else
First, there is a difference between this and dealing with areas where there's contradictory information. Yes, the EotH ships are things we introduced, however they're introduced based on existing canon information, not running counter to it. We
know, for example, that the empire of the Hand had a fleet. We also know that fleet did not just consist of Imperial hardware, and that having it do so would contradict existing information. Therefore, their inclusion required filling certain holes, and filling holes is different from overwriting something- any new piece of Star Wars media will fill holes. Every game, book, whatever else, will introduce new content to the universe, not just retreat existing stuff. We have always been careful to make sure that's what we're doing,
not to overwrite the canon stuff, so to use that as a justification for overwriting stuff or disregarding it doesn't really fly with us. Our approach is, and we have been very consistent in saying this, "what is in the universe, and
what areas could be fleshed out more?" Not, "we're going to overwrite the existing canon with our own stuff." Otherwise, you'd have to apply the same criticism to every bit of SW media that ever tried to expand on something instead of just re-telling the movies.
There are certain situations, especially with smaller factions, where we allow some growth on the condition that they get more powerful than they did in canon, especially in FotR eventually, but that's more a result of the sandbox nature of the game, and in line with the goals of those groups and what their goals were had they expanded or faced certain other situations earlier (for example, Death Watch had a very specific goal at a time where, had they won the Civil War, the Republic would not have been in a position to shut them down immediately- certainly a situation the mod could explore).
That being said:
I mean last I checked Corey had like a whole list of things that the Clone Wars violated in terms of canonicity, one of which was Maul you know, dying at Theed and his nervous system being preserved to make a tech ghost.
A lot of people may be making assumptions as to what our perceptions are, but I'm not aware of us making such a list. I don't see the Maul thing as particularly problematic, for example- it doesn't really contradict anything, infinities stories had played around with the idea to the point that it was inevitable, and Star Wars is built around characters not actually being dead when you'd think they should be, by different means of varying believability. I certainly don't find Maul's survival any more offensive an idea than Palpatine's. Probably less so, but a lot of the Post-Endor period relies on that story arc. The bigger issues are things like when Adi Gallia, Eeth Koth, Even Piell etc die.
Yes, there are some contradictions within the Clone Wars cartoon and the rest of Legends Clone Wars era stuff (which, don't forget, also had significant contradictions within itself long before the Clone Wars cartoon came along- it's not as simple as old Legends vs Clone Wars Cartoon version of Legends), but it is still part of Legends, and fills in a lot of holes that would otherwise exist for both stories and rosters. We will ultimately try to do our best to retcon it together where possible, and in some cases, make our best determination as to what makes the most sense for the mod.
Actually, you have to understand that the entirety of Mandalore was completely rewritten
Mandalore is certainly at least a bit of an issue here, but I don't think it's anywhere near as big an issue as, say, Karen Traviss made it out to be. They'd already started on retconning that in a pretty satisfactory way (partially by just pointing out that the entire planet wouldn't look the exact same, and that the parts that are radioactive desert resulted from the damage done in the Excision- perfectly reasonable, as retcons go). The Mandalorian Supercommandos as a military offshoot (reacting to remaining Death Watch-esque groups) of the New Mandalorians fits just fine with the pre-existing broader narrative, which is what the mod is primarily concerned with; certain individual details, which is where contradictions get messiest, tend to be below the mod's level of granularity as far as what we're capable of representing in EaW in the first place.
Now, for the Shadow Collective. We haven't decided how to handle them, if at all. Some of the groups within it may make decent factions on their own, but as a cohesive entity it has problems. Some are story and unit based, where those factions can only themselves become viable if there's certain other factors existing which gives them the options for a functional fleet which would then mean they wouldn't have wanted to join the Shadow Collective in the first place. So, giving them a functional fleet is next to impossible. Because:
This faction keep i mind is back by various groups with unique ships like the hutts, the black sun, pykes, and death watch so we need to be creative.
That's the thing, they really didn't have unique ships at that point. The Black Sun didn't have their own ships of significant size. You can't just take the GCW approach of pirates having outdated Clone Wars tech, for obvious reasons. There's absolutely nothing on the Pyke Syndicate. The Hutts only returned to manufacturing their old ship classes when they were facing an existential threat and returned to producing (or at least fielding) the Batil, Chelandions and Terradas from the Hutt-Xim conflict. The Death Watch had certain traditionalist approaches that mean they had other options, but in order for them to have been in a position to use those, they'd have to be in a much stronger position, and therefore would not be in the Shadow Collective in the first place.
It also wouldn't make sense to design a roster like we did with the Hand because that clearly wasn't something they did, either. Some problems are also technical based on the difficulty of trying to form a faction out of previously disparate groups, which is gonna be hard enough to do just for the CIS, which has a more straightforward progression. If anything, they'd have to just exist in GCs starting after its formation but before its dissolution. Really though, the Shadow Collective had decent ground forces available, but it was not a traditional military power. At least, not in space.