If you're making a mod for sins expecting to be able to have any choice in how 90% of the game works you're in for a bad time.
If you want to make a story-oriented campaign, then yes to all of the above. That is how their stories went about. Of course you can just make a canon-centric mod and ignore the progression of the actual story and work inbetween. Such is the flexibility of being a writer who doesn't glue himself to episodic definitions.
Also for the record I wouldn't be caught dead making a "fan" mod so I naturally avoid a lot of potential goofiness.
Also, asymmetric balancing tends to win out over symmetric balancing. This is one thing where lopsided lore can really help you make interesting gameplay as opposed to the incredibly stale attack-move slugfest of vanilla sins.
addendum - I don't consider sins a 4x. Sins is like a really, really basic RTS that has no combat depth.
/edit
Reading your post again I think maybe I am not clear in my definition between lore and story.
Lore is the technical foundations of writing. So, in Black Sun, lore is what dictates the Anahn's technological progression, strengths and weaknesses, blah blah. Story is how that lore plays out in action. A story-based project on Black Sun is entirely impossible in a game. A lore-oriented project is somewhat possible.
A story project would always be a campaign. It follows the story preset by the involved writing. A lore-oriented, or as I would call it a to-canon project, would pick a point or attempt to cover multiple points (through, let's say, a tech tree) of objects and elements in that story without actually maintaining the story as it plays out.
In the example of the Death Star, you could say in a mod that multiple death stars may be built and later ones were upgraded with appropriate anti-fighter defenses. The story is irrelevant in a mod because a mod doesn't re-enact the story. The decision in writing what elements dictate what is determined by the creator when building the mod. If he chooses to follow the story, he can't follow the story through a mod like so. Sins is not capable of having story-canon elements because it doesn't allow campaigns.
If I have Phantoms, Xy, Vyru, Templar, Anahn in a Black Sun mod, I break story canon because Anahn never fight Templar or Vyru. But I can keep the mod canon-centric by having the Anahn at a huge disadvantage pound for pound to those opponents in a conceived fight by considering lore-wise how the engagements would go (pro-tip - Vyru are like borg x 1,000 in relative power scale of this world, I'd never add them as a playable race for that reason and I certainly wouldn't nerf them just to add them).
So in the case of Star Wars I would refer to the manuals over the movies to determine the capabilities of units.
When I decided to create story-driven projects exclusively I stopped making mods and focused on conceptualizing campaigns or independent games. I don't find any value in butchering writing to fit a mod. I didn't always think like that, but I outgrew the whole concept of multiplayer over the course of a decade.