Is the point of LABEL to obliterate the need of markers, or only to allow for flexible MII substitute? Because if that's the former, then I'm unsure if you are fixing anything (I may be reading this thread wrong, though), since markers in reality serve a very definite purpose, completely different from MII.
That purpose being nothing else than to act as a global over-tp2 WeiDU variable, because you can't ~SET mod_x_is_here = 1~ and expect it to be read by the next WeiDU launch.
Detectable Spells is a good example, because it now is put into separate tph and dumps a marker to prevent the repeated clean-up of previous versions (Ascension, Kelsey). And obviously it can't check for MII, since it doesn't know which mod will use in future - for example, I'm incorporating it into RtW, and SCS/RR can't know that without an update.
What really would be helpful, is to have a way to store variables between mods, perhaps by extending WeiDU.log or dumping a new WeiDU.arg into the game directory, callable with every setup launch.
~setup-mod_1_name.tp2 #component_number1~
{
SET ag#_was_hereX = 1
}
~setup-mod_1_name.tp2 #component_number2~
{
SET ag#_was_hereY = 1
}
~setup-mod_2_name.tp2 #component_number1~
{
SET ag#_was_hereX = 1
SPRINT ag#_was_here_string ~~~~~using string for a mindf@cking crazy purpose I can't ~%possibly%~ imagine~~~~~
}
Using #component_number to allow for adequate per-mod variable deletion, in case the user opts to partially reinstall later.
Using OUTER|INNER_LABEL_SET|SPRINT may also serve as a normal SET|SPRINT, though I'm certain none would ever need this, since they don't check for their own markers within that component.