@thenomain Ok. So I think I've still been operating about 5 degrees off the mark and now I've got a better idea what you're asking. I thought you had been asking what to consider modifying when converting a TT game to a MU*.
If, instead, what you are looking for is a way to package up a game and its rules so that people can quickly deploy their own game I've been thinking about this with Mocker and this is what I would do:
First, generate the system so that existing data items can easily be 'removed'. For example, if you are setting up a CoD codebase then make a couple of flags for the spheres. If someone wants to set up a game without Prometheans then they turn off the flag that allows Prometheans. No one can make a Promethean in CG, none of the Promethean commands show up when someone types +help. Flags can also be set for lower levels such as disallowing a particular Bloodline or Discipline because it is very common to have a game where Prometheans are allowed but Unfleshed aren't.
Store the data in SQL. Digging through data objects sucks. Provide php scripts so that staff can view and modify the existing data. Even without the scripts tools like MySQL workbench make editing the data so much easier it's ridiculous.
Of course since you are providing PHP scripts you'll need to setup a web server and since you're doing that you might as well provide a wiki. If you're installing a wiki you might as well install some basic templates such as a character template, a log template, and a house rules template.
I don't ask for much for my nickle, do I?
Is this the kind of thing you were looking for?