Stop while you're ahead, get a real configuration thats not a menu monster configuration. You're better off using a GUI library like AceGUI3, or just making your own instead of using menu configurations for that.
The menu configuration sounds complicated, but in practice, the actual interface is easy to navigate and logical. The benefit of a menu config is that there is a 1:1 between menu commands and /slash commands. Ace3's console implementation seemed pretty basic ATM. I guess I could go with a GUI configuration but I don't think that is needed. Big GUI configs are a mess to change in combat and provide little correlation to /slash command structure.
For example, once you have the Groups/Debuffs/Spells/Unions established, you can configure the debuff appearance by right clicking on the icon, which just provides a Dewdrop for "config" (mentioned above) for that specific debuff.
I'm just looking for the proper way to have one config template (instead of one-per debuff) that saves its settings based on the parent menu item.
could do what i did for ace3's gui options table, i found that 90% of all the options where generic setups..
change your get/set functions to generic functions that use pass values to figure out what option it's looking at, then use a function that returns a table that just changes the display name each time then make it LOD, so it can recycle the tables .. check out SickOfClickingDailies on the svn
Ah that is cool. That would save me a ton of code. Ace3's option format provides far more powerful passValues; I'll give this a shot.
Edit: although, now that I think of it, this still doesn't solve the problem of having a million copies of the config menu. I basically want a (type = "group") that is built via validate, yet the sub items are also groups, which correspond to 1 config table and get a passValue from the parent menu item.