Yay, very nice. At a glance, probably a "start game" button could be made more visible (eg. a button rather than a context menu) (?).
Then, great, you've got some stuff for looking inside the addon, and use it for map-mod detection. You can do a lot more with that. For maps, you can count number of players and number of oils, display tileset and probably even minimap preview. For mods, you can try to vaguely analyze what exactly they affect (textures, models, game rules, game balance stats).
For example, while ago i've made a simple python script for counting oils on the map (useful for addon review)
[1]. I didn't know python very well back then, so it's very ugly and unpythonic (now i'm only a bit better), but you'd be able to grasp the idea (not just count oil resources and derricks from inis and binary files, but also take their coordinates and check if some are on top of each other, with all combinations possible and valid, and counting as one oil iff at least one oil resource or derrick is mentioned in at least one of the map's structure/feature files in this location).
The exact procedure of map-mod detection used by the game itself is coded in
CheckInMap() in
src/init.cpp, you can try to make sure it's the same as what you implemented (though the result should be identical anyway, as the notion of map-mod seems to be more or less well-defined).
If you'd ever like to make a map preview,
here is an example of parsing the heightmap. That's not enough for preview yet, the next step would be to understand tile types (cliffs, water, etc.) from the *.ttp file (format of which is also quite obvious as long as you're familiar with map editing for wz).
P.S. the PyQt4 package is called "
python-pyqt4" in my archlinux (yeah, python3 by default).