People are loading other mods with it. That's super cool!
I don't remember if its documented anywhere but some of the systems were built with a possibility of addons in mind.
For example if some mod has some custom menu options it is already possible to attach a narration to them via separate addon file that is loaded on top, without doing any changes to Toby Accessibility Mod or original mod.
For 7.0 we still need to ask someone (Alando1

) to do the narration but in my local branch I've added second output type that will grab menu text strings where possible and print them into console with [Toby Accessibility Mod] prefix. Some menus will still need human touch though (for example main menu items are often made of graphic lumps instead of text).
Same thing can be done for ammo checkers, armor checkers and area scanner. I've seen in that thread the you've linked that people were loading gameplay mods. For example if ammo checker button is pressed with some unexpected mod it will narrate amount of ammo but will not say its ammo types. It is possible to create an addon to add ammo type narration to a modded weapon.
Toby Accessibility Mod itself is now modular. Every system that could be somewhat universal is loaded with TobyAccMod_V7-0.pk3, the rest can be mixed and matched. For example if you're loading it with Xim's Star Wars you don't need to load TobyV7_Decorations.pk3, TobyV7_Guns.pk3, TobyV7_Monsters.pk3 and TobyV7_Pickups.pk3 because Xim's Star Wars is already replacing decorations, weapons, monsters and pickups.
And if you're loading something else, some mod that only replaces monsters and not touches any of the decorations/items/weapons (
thread) - you can load TobyAccMod_V7-0.pk3, TobyV7_Decorations.pk3, TobyV7_Guns.pk3, and TobyV7_Pickups.pk3 excluding TobyV7_Monsters.pk3.