I dunno, I think it'll probably work fine. I think it will complement well next to my mall plot and I think it's nice that they are different. Mine is an enterable interior, that functions as a mini settlement to allow placement of Commercial Plots. I would be happy to have a non-enterable mall too. I will probably frequently place them together in my settlements.
I could try to find some time to set towards some 3DS Max to see if I can make the NavCut bigger for our oversized plots. I think the new navmesh method is great and wish it can be used on every plot, including very tall ones/1x1/3x3/6x4.
But, if you think it will, I may have to re think the whole plan.
At that point, maybe there could be 2 build plans instead of scrapping the current one? Since it's already an oversized one it'll be direct select only so it's a deliberate choice to use it. City Planners who would make use of this would ask players to enable Designer's Choice for the specific City Plan, so as long as the relevant addon packs are installed the Interior Plots would also be pre-selected so they'd probably make sure there are pathways when using the intended Interior Plots. Blueprints should choose the exact plots regardless of settings so long as the as the relevant addon packs are installed.
If there are snap points for the Interior Plots, it's easy enough for placement by players as well. Even if not then the players on PC can place foundations surrounding the Mall and place in plots adjacent to where the Int will go with the same angles for use with 1/2/3/6 to paste stored positional data on only one axis. The (=) key stores positional data of the highlighted object. You just place the proxy so that the X position + height lines up the same as intended, then paste X/Z position on the actual one with 1 & 3 keys, place proxy so the Y position + the angle line up then paste Y/Z-angle on to the actual one. Note this only works if you set the main plots angle to be 0/90/180/270(otherwise local X/Y/Z won't line up perfectly with global X/Y/Z). I generally do SetAngle Z 0 on the first floor/foundation piece I place then I snap everything to that or can easily copy/paste Z angle as needed and easily move stuff by exact specified amounts with ModPos X/Y.
What may end up happening is that a whole new set of interior plots might need to be made, all with the same entrances/ exits
True but we can activate for options anywhere on the Int plots/use Architect's T-Square so I think it's not too bad if it happens, even Xbox One players should be able to solve it. It's of course very easy to resolve on PC, it's generally really normal for me to use
Place Everywhere's hotkeys to fine tune plot positioning and trade them around. It will probably be a rare situation as I think most are enterable from multiple angles.
Then there's the matter of powering the place up for lights and other devices.
Easily solvable, just make the mall plot generate a small amount of power at L0 & radiate power at all levels. If you wanted it to be completely fair in terms of balancing, could spawn a special conduit object as the first item on Spawned Items that's set to exist on all levels. This special conduit could have the 1500/2000 or so needed PowerRadiated value and generate enough power for all of the Int plots. Though personally I'd just do the plot resources route and have it be convenient including for City Plan/TS Blueprint use at the cost of being slightly "cheaty".
The powered state of the Int plot doesn't always update correctly, I had to pick up and drop it for it to register as powered or would have to manually place additional conduits to also radiate power to it. I found L0 +2 Power avoids this since they're registered as powered initially. I believe it's just bugginess in the base game code for this rather than from Sim Settlements, WSFW can fix a lot but I think some will be engine level so impossible to affect with any mods(aside from possibly via an F4SE DLL plugin which would instantly rule out Xbox, require very advanced/complex programming and basically require constant babysitting because of the game updates so very much not optimal at all). So for me since I think the immersion benefit is worth it it makes sense to use a little workaround on the main plot itself to try to make sure "
It Just Works" -
With City Plans created by others I strongly prefer to leave it up to them in-game and add or modify nothing(aside from my free resources object if it isn't a self sufficient, which I hide in the sky or underground anyways). I like it how Vassals can be not directly controlled, this lets me make outposts at mod-added settlement locations which tend to be where I build manually at then take vanilla locations(which tend to be City Plans) as Vassals.