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They are class locked. Only classes that produce their base game T4 in cities have access to one of those buildings while the others gain new T3s instead due to balance reasons.
I did exactly that—combining all the small mods—and it helped so much, can recommend.
I believe 30 was the maximum mods in multiplayer before crashes occur. Also double check old mods if the comment section mentions issues that date after their latest update.
Could be an overload problem. These can occur if you run out of virtual memory either because of the aging engine or if there are a bunch of unnecessary background processes. A common issue are dirty edits such as duplicate IDs which are often the issue with mods adding new units. I have cleaned mine from any such instances. I try to keep my mods as clean as possible and also regularly cut down on unnecessary memory usage such as textures larger than they need to be to allow the engine to "breathe" more healthily.
By the sound of it you only encountered this once and not every time you tried this which is good but can certainly be frustrating. You can run the game in debug mode in the launcher if you ever encounter a repeatable crash to see what caused it. Running the game in debug during normal play is not recommended.
I saved all the mods I have in a collection. I could figure out how to share it if you feel like it, but I don't expect you to look into it for me. If I'm able to replicate the crash I'll let you know (if it seems to be connected with this mod). Still just not sure why right clicking on the Summon Kobold spell in the spellbook would cause the crash, unless I just have too many mods, but most of them don't mess with the spells too much.
This seems to be an issue of the mod crashing due to another mod being full of issues and spreading problems throughout the game. Does this happen every time you do this or only once?