Hi ! That's an interesting situation, and I must confess that I don't have a good solution for this problem. My reaction is mostly about the way you've mentioned, using dedicated 'Front' modules (
Western Front, Eastern Front, Mediterranean Front, Pacific Front, etc...), that's exactly what I had to do a few years ago, to deal with a massive collection of mods under 4.10 and early 4.12 installs. At this time, 5 minutes to load would have looked quite a short loading time to me

So, multiple installs were the only way to deal with it, and I did not imagine that something like CUP could even exist ! Now, here it is, so...let's stay optimistic.
By the way, for what I understand, CUP is designed to deal with a massively modded game, not sure if something like a 'CUP - Light' could be done at this point. It could require, as I figure it, a modular structure inside a module (#WAW, for example), with some 'common utils' and basic improvements (effects, 3D improvements, Command & Control, ground units...) as a basis, and optional 'Frontlines' modules, activated by Selector or JSGME... I don't know, maybe it would be easier than I think ?

The only other way I can see for now would be to use, as a guide, the lists of content from all #WAW dl packs to grab the independant mods that you may want, and build these new modules to compile them into SFS files...in other words, it would mean to create 'light' versions of CUP (or in this case, mostly #MME and #WAW I guess)
