Mods are loaded according to the usual
hierarchy when testing a map from the editor. The only thing to be aware of is that the editor's test function will save the map as "editorTemp.map" in the game's root, so any properties you've set for your map in
defs/mapInfo.txt won't apply. You can either manually save and load your map with the correct name and path instead of using the test function, or temporarily change your mapInfo.txt to point to "editorTemp.map" while working on your map.
As for cheats, I'd just bind their
console commands, either to one key to enable them all in one press, or to their own keys so they can be easily toggled individually. For example, "fly" and/or "noclip" are pretty handy to have on their own keys for quickly getting around a map, then switching back to normal movement.