This could work depending on if when we add the data and subsequently moves the table down, any sort of pointer does not get messed up.
Also, unfortunately adding the default play data (not custom plays from the editor) is not simple. There are many places that need pointers updated/inserted that then need to read the correct address from RAM. I was planning on only adding the first page of 2001 (like I said previously I've already done this, I'm just grouping it all together now at the end once we determine the best place to put it), as it's really tedious to find all the exact play data for every player. There are about 4 levels of pointers/data for every player, so you can imagine it gets messy very quickly, not to mention that the play data does not indicate when it terminates for a given route, which makes finding the necessary data annoyingly difficult.
On the other hand, your idea of adding the custom playbook data to the ROM should now work. I will have to modify the function that reads in the memory pak as we will now be reading the ROM instead now, but I don't think that should be too difficult. I can add a custom cheat that can be triggered to "use custom plays", allowing one to use their own plays straight from the ROM. Additinally, if multiple people are trying to use their own custom plays, we can make the cheat look at which player it is and load that specific data. So here's the work-flow:
1. Create custom plays using your custom editor
2. Save files to ROM (once we determine the best place for the data)
3. Create custom cheat hack to turn on the custom playbook
4. Depending on the controller number, load in that custom data for that player
The main thing I see that could be problematic is (3): anyone could technically load in anyone else's custom playbook. We could have up to 4 custom cheats, one for each player though. Or the alternative is (4), where it's all based on one cheat, but depending on which controller you are, it will load that playbook from the ROM.
Let me know what you think is the best way. I'm wondering if we could somehow have the custom editor actually generate a "custom cheat", where the owner of the playbook puts in his own button combination, sort of like a PIN number.