There's almost no way to have an effective meta-discussion of mod balance without heavy moderation. It's also kind of beside the point, because the sort of people who want to hear if a mod is balanced before or instead of trying it out aren't the kind of people who have reasonable balance standards (either because they think the game should be totally different or because they don't understand it well enough yet); otherwise, they'd simply download the mod and decide for themselves.
DR's list is a good one for modders, but non-modders frequently stumble on the basics of accurately identifying how the game works and which of his rules applies when, as well as how, because they've never tried to balance anything themselves. If one of us doesn't get it, it shows in our mods. If someone else doesn't get it, it certainly doesn't stop the rest of us from hearing it shouted at us for months or years.
It's already enough of a challenge just to get people to accurately ID what comes from what mod in bug reports or to get people to read tooltips and stat cards before offering an opinion. (One thing modders discuss a fair amount among ourselves is how flashy VFX can mislead people into thinking a weapon or ship is more powerful than it, in fact, is).
So I'd just recommend the method I use; 'do I like the look of the mod enough to try it?' and, after trying it 'do I enjoy the way this mod feels?' Those two usually tell me whether or not I like what a mod does to the game before any question of balance comes into it.