Nice work, and congrats on having the first mod not made by me!
You should put this into Client_PresentSettingsUI so that players who are invited to a game can see what settings were used to make it:
local vert = UI.CreateVerticalLayoutGroup(rootParent);
UI.CreateLabel(vert).SetText('Number of unique wastelands = ' .. Mod.Settings.NumberOfUniqueWastelandValues);
UI.CreateLabel(vert).SetText('Wasteland value 1 = ' .. Mod.Settings.wastelandValue1);
UI.CreateLabel(vert).SetText('Wasteland value 2 = ' .. Mod.Settings.wastelandValue2);
Templates can store mods in their settings, right?
Yep! It even persists the Mod.Settings values so however you customize the mod's settings persist along with the template.
Why is there a limitation on modded games being accessible only in the unity client?
None of the Client_ hooks would be able to run unless I invested time into implementing Lua on Flash, iOS, and Android clients we have now, and I don't want to continue investing time in those platforms as they're all going to be replaced with Unity eventually.