Hi brojonismo, excuse me for the late reply!
mrmixer, thanks for the answers!
Here my answers to your questions:
Is Raylib capable of creating great content like complex AAA games? (Eg Resident Evil 6 Camera, Borderlands 3 Weapons, Nier Automata Combat with Partner, etc.)
mrmixer is right, raylib is only a thin layer with basic gamedev functionality, useful for small-mid games. It's also possible to do a AAA game but you will need to code more layers over raylib (and probably a big team of professional people).
Can I create custom modules without recompiling like an engine from scratch using the static library? For example, Hex file reader or header images (png to .h, .hpp with imagemagick)
Not sure if I understand it right, you code your game over raylib, no need to recompile the library, only your code. Just in case, you have raylib source code available, that's extremely useful.
How do I get Raylib to create cross platform binaries without much work? (Using GCC, MingW, OSXCross, and Android Toolchains)
You need to recompile your code for every platform with the proper compiler. More info here: https://github.com/raysan5/raylib/wiki
I read about this content the other day and found it interesting, Raylib supports LUT and CLUT, for 2D, camera and 3D objects, if I want to use CelShading?
Wow, lots of concepts in a single questions, raylib provides basic 2d/3d camera systems and can load some 3d model formats, anything else should be coded by the user.
Hope I clarify your doubts! :)