I don't think it'll go that far what you described, implementing a UI to edit every possible setting out there for every possible faction would be just too much deviation from the stuff that absolutely needs to be done inside RWR. Anyhow, there will be
some new options in-game once I'm done with the upgrade to be able to select the factions in the single map match you might be generating, that's the first one of them. These options should be enough for most RWR players, but power-players obviously want to go overboard with this stuff.
For this reason, there will also be "advanced"-tab or field, that'll allow you to load the settings from a bunch of files, which should basically allow you to cover every possible initial scenario the game supports. This isn't that far from actually loading the configs and settings as a mod, which you can already do in 0.88.
Actually, come to think of it, it is possible to create a completely separate application to do the things you said, select stuff that is enabled from a set of available options, set all the parameters and so on, and it's open for anyone to do!

This application would output a mod based on the user settings, right? It could also tamper with RWR settings.xml to enable the mod on all maps, for example. There could be a button to launch RWR too, so there you'd have it.
To modify most of the resource enabling, you'd modify map_config.xml:
Code:
<?xml version="1.0" encoding="utf-8"?>
<map_config>
<faction file="green.xml" />
<faction file="grey.xml" />
<weapon file="all_weapons.xml" />
<projectile file="all_throwables.xml" />
<call file="all_calls.xml" />
<carry_item file="all_carry_items.xml" />
<vehicle file="all_vehicles.xml" />
</map_config>
Most of the current map_config.xmls look exactly same, but basically they could be different if we wanted to make only certain stuff available for some specific map; instead of saying <weapon file="all_weapons.xml"/> here we could list each weapon we want to enable here, in similar manner they are listed inside all_weapons.xml.
There are things you can't put into a mod (yet) as these things are largely meant to be dynamic settings possible to control from a script running beside RWR, but you can use this handy tool to easily send those commands to the game from command line while the game is running:
viewtopic.php?f=7&t=1179(The fancy add-on application could do this too automatically!

)
You could craft new stuff up from these two commands alone, most of the others are meant for objective tracking, rewarding, server and player settings handling.
Code:
<command
class="start_game"
vehicles="1"
max_soldiers="120"
player_bot_compensation="4"
xp_multiplier="1.0"
rp_multiplier="1.0"
friendly_fire="1"
base_capture_system="any">
<!-- friendly_fire: 0 / false, 1 / true
true means fellow soldiers can kill each other by shooting -->
<!-- base_capture_system: any, single, none -->
<faction
initial_occupied_bases="0"
initial_over_capacity="0"
capacity_multiplier="1.0"
ai_accuracy="0.94">
<!-- initial_occupied_bases: 0 for even,
make sure all factions occupied bases sum up to actual base count in the map, or leave at least one as 0 to make it flexible -->
</faction>
<faction initial_over_capacity="0" ai_accuracy="0.94" />
<!-- make sure you have as much faction settings as there are factions loaded up in the game -->
</command>
Code:
<command
class="commander_ai"
faction="0"
base_defense="0.8"
border_defense="0.2">
<!-- set both to 0 for full on attack -->
</command>