| Attachment | Size |
|---|---|
| StoryManager.esp | 35.14 KB |
I've decided to attempt to tackle using the Story Manager for all of the quests. I created a spreadsheet that shows what is marked as being Start Game Enabled based on the current Skywind master. Any of the quests that have not yet been completed are just marked as "No" by default. My intention is to convert all of the currently merged quests to using the Story Manager and try to provide guidance for people working on new quests to use the Story Manager as well. I've only recently taught myself how to do this, but that won't stop me from putting countless hours of my life into it. This effort is to reduce the amount of actively used memory when starting a new game.
https://docs.google.com/spreadsheet/ccc?key=0AvBNCINj6dJNdEN3SkgzY0pDaGlnb1RBR1NSVGN6X3c&usp=sharing
There are a certain number of quests that will always be marked Start Game Enabled for obvious reasons. These being things like MorroDefaultQuest.
Update: Added the esp file. Had to change the quest fbmwMGSharnNecro. This quest is supposed to be doable without being a member of the Mages Guild, but it had a requirement that you be a member of that faction to get the Necromancers topic. I removed the faction requirement.

Daedric quests,
Daedric quests, wilderness/city quests can indeed be updated to that regard. The basic idea of them being start game enabled was mainly to have the dialogues available to start the game. Now that we have the basics, we can indeed optimize/get fancier :)
Faction advancement, fbmwMSGreetings (although I thik it's not really useful now), and morroDefaultQuest (as you mention) should continue being start game enabled.