If there is a way to build in some type of compatibility I'd be open to that. I don't know if that would be possible, but if you think it might be let's discuss it a bit further down the road when CCO is close to release ready perhaps mgamerz
Leveraging mod manager's auto mod configuration we could deploy a compatibility pack that contains a normal and genesis 2 version of your character creation files. Mod Manager would automatically pick the correct one so the user wouldn't need to worry about the 4 versions of the file. (Controller/Genesis Controller/CCO Controller/CCO Genesis 2 Controller) I already do this with SP Controller Support - it will automatically deploy the correct file with no user intervention depending on what DLCs are installed. EGM does the same thing too, a lot more complex setup there.
Could hook it up to the updater service to keep it in line with the main mod so users don't have to track down 2 mods to update, just 1 (your mod + mod manager will auto update the compat pack).
I wouldn't build it into the SP controller mod as the biop_char file is already like 40MB compressed. The genesis 2 one is like 80MB. I remember most of what I did to the file, which was just break some name index values so the pc methods wouldn't be found when actionscript called them. Had to be done via hex editor as me3explorer didn't seem to let me change it (dunno if that changed since).
This wouldn't be done until you're done with the first version though.