So to give a quick brief of what I thought of doing:
I have a base scene, exporting attributes pertaining a certain type of situation, this base will be inherited by several others, filling in the attributes with content where due, good design right?
I'm going to use a resourcePreloader to pipe the loading process of everything and the depending resources. Then when needed, the running game scene can just call from the storage and child it on the tree. I am however unsure if I should store these scenes as PackedScenes or instanced versions of it, because of two key aspects:
whether or not entertree is sent upon instancing or upon entering the working tree, added as a child to main viewport, this is important to know when the processes will take place, as it will need a creating phase, and a showing phase.
it may be needed to make alterations to the scene while on storage, change of the exported attributes, it may be the case that you can't do that on PackedScenes, its a different question but related to the above.
Thanks, any other insightful suggestion to the above use case is also welcomed.