Certainly not for 2.80. And it most likely won’t end up exactly like that document, because JacquesLucke is now in charge of the project, and there will be some differences in the approach.
And here’s apparently how you add a common driver variable to a modifier setting, and oh my god is it convoluted and I’m still not 100% sure how it works even after watching this video:
It’s important to keep the ability for objects to use the same mesh with different modifiers. Often in animation I use multiple versions of a mesh with different modifiers (for effects and simulations especially).
I think Everything Nodes is the solution on the horizon. In the meantime, it’s easy to get the effect with a few lines of Python code after you make some changes.
Try this:
for ob in bpy.context.selected_objects:
for m in modifiers:
if (m.name == "Desired Modifier"):
m.someProperty = "desiredValue"
of course the modifiers need to have the same name for this to work.
I usually keep a text document open with scripts to copy and paste into the console-it saves a lot of time.
You could also do something like this in the last line: m.someProperty = bpy.context.active_object.modifiers["Desired Modifier"].someProperty
to copy the property from what you have selected.
Instanced modifiers would be a huge timesaver for professional work, especially when other software have had this feature since forever.
Hope this gets some love soon.