There is a lot that goes into this process.
Textures can to some degree be down scaled in engine or photoshop(to have multiple res copies), but if you overdo this you end up with texture bleeding and the texture does not match up with the UV's of the 3d model any more, so you have to go back and re-touch it. This takes time. When you have to make a 4096, 2048, 1024, 512, 256 and 128 pixel texture map for everything. You'll also have to back out new normal maps, cavity maps, ambient occlusion and what ever other map the engine might use. This isn't something that is done with just a press of a button. And there are a LOT of 3d models in a game, so if you have to spend 5x amount of time doing textures, then you start lagging behind.
3d models needs to be re done at different polygon limits. Your tech lead might say that the game has a poly limit of 200k at the lowest setting and 2m at its highest. And the game might have a total of 5 settings on the resolution of the game models, so every model has to be made at least 5 times, though this can be sped up somewhat with the new re-topology tools that are available now. And ad on top of that that you might have level of detail, adding to even more versions of the same model.
Moders on the other hand usually focuses on one thing. Like making new textures where all are in 8192 pixels. That's not hard or very time consuming.
Or they might focus on up rezing a set of models with no regard to polygon budget, not hard either. Point is that they don't have to take into consideration lower settings. They can just aim at taking it to the breaking point of a SLI/X-fire setup.
I'll add that rewriting lighting engines is hard and is VERY impressive that hobbyists are able to do.
TLDR;
It takes time and is a lot of work!
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