@fherbst I had a somewhat similar experience.
What I ended up doing was actually editing the asset store packages I use and make them compatible with custom assemblies. So I ended up with a total of 8 projects:
myGame
Devel (for fast development, depends on everything, no dependencies)
Vendor
Tests
and their -Editor counterparts.
What would really improve this workflow is to have partial asmdef files, where the same assembly could be split into multiple folders.
Check out this common pattern
Assets\SomeModule
Assets\SomeModule\Editor
Assets\AnotherModule
Assets\AnotherModule\Editor
With partial asmdef files, we would stick one MyGame-Editor.asmdef file in each of those Editor folders, and they would all be part of the MyGame-Editor assembly.
Without it, we need to change the structure to this
Assets\SomeModule
Assets\AnotherModule
Assets\Editor\SomeModule
Assets\Editor\AnotherModule
Now we need to maintain the names of those folders in two separate locations.
Even as a sole dev, this will most certainly get out of sync with time. It is also much worse to navigate when using an IDE with a dedicated “Unity” solution explorer (like Rider or Visual Studio).
This is also very bad for asset store packages, since it makes maintaining the packages harder and most packages use the “canonical” folder structure of having the Editor folder inside whatever it is the editor for.
We talked a bit more about this partial asmdef files in [this thread]( Example Project - Assembly Definition Files page-6#post-3321822)
All in all, I really hope this partial asmdef file idea lands at some point. This, along with a easy way to create packages to use with the Package Manager (and have a way to have their resources available in the project) will make Unity development much faster and modular.