I need to watch that video to see how it all works. AFAIK mods prevent partaking in Ventures (thought you yourself said this), and I really like my mods. I don't have any "Star Destroyer" mods, but I do have a couple rebalancing mods.
Even if I was running a vanilla save, I'm not sure I'd be interested in Ventures. But that's okay, as long as the single-player game isn't sacrificed for the multiplayer components (cough Elite cough) then I'll be happy!
At the end of the video there's a segment where Bernd talks about mods and ventures (there's a time stamp for it). In a nutshell: mods like total conversions, mods that change ship stats or mods that add billions of credits, free ships etc. won't work due to balancing concerns*. Popular quality of life mods (e.g. mods that make using the interface easier) will be "signed" by Egosoft and are good to go.
*) Although I do have to wonder how they consider savegames that are hundreds of hours old "balanced". I mean, I have 1.2 billion in the bank, make a few hundred million credits every hour, own some 70+ factory complexes and have enough firepower and production capacity at my hands to wipe out the entire galaxy. At last count I had some 40k employees in my ranks That's hardly "balanced" when compared to someone who makes a fresh start and it's not that much "less powerful" than someone using a creative mode game start or "cheat mods".