Each world I build in takes a slightly different tack. Sometimes I start with Blood Magic, as it's pretty easy to get to a Sigil of Air (IIRC) that enables inexpensive flight. I tried out Mystcraft once, that was surprisingly easy to get into, although some of the Ages I visited were downright scary. My checklist of early game items usually follows a simple progression;
1. Shelter - get a decent starter base location. Or a barebones location to keep the mobs at bay, while I explore for a better spot.
2. Food - do I start a farm or just rely on Pam's Harvestcraft traps for goodies? (Highly recommend those traps, by the way. Great way to get leather, for example.)
3. Ore Doubling - Tinker's Construct Smeltery. Even if I get into something like Draconic Evolution later, the Smeltery is a part of every one of my bases.
4. ?? - At this stage I start diversifying.
- Build a jungle treehouse base, Twilight Forest portal, and get into Forestry/Gendustry beekeeping in a big way?
- Automate glass production and build a tech-centric base?
- Try to set up a Witchery altar again?
- Clear space for a Blood Magic altar?
Each one of these requires some different mix of resources, so I usually develop the concept first, then build the supply chain to get a steady resource stream going. Railcraft is a classic example - tough to get into from the start, because it just gobbles up iron like it's going out of style. Mid-game it's a great choice, zipping around the map on rail lines is just cool. I try different power options, sometimes Culinary Generators seem the way to go, or maybe build a honking huge Magmatic Generator stack. Solar cells fit well in some base designs. Never built a reactor, but maybe this time I'll try a Diesel Generator, or go big into BioFuels.
Good base location and/or ore availability is also a factor. Was lucky enough to have a Mushroom Island biome near my base once, used mushroom stew from Mooshrooms to fuel Culinary Generators. Or the jungle base, that had a lot of wood resources, so Furnace Generators were an easy choice for power. Tough to find enough clay for the Smelteries, but still doable.
It's tough to describe my single preferred technological track, because I like trying different mods, and letting the base design/style choice dictate what machines I focus on. For example; in my current active game - first one for me on a public server - I built a quarry. Never done that before. Find I need a crap-ton of power. Whoops. Now I'm scrambling to ramp up power production, so I can keep the ores flowing in. On the plus side, I don't miss the branch mining for vital resources. Now I'm getting into RFTools, going to try making my first dimension. Finally a use for all those random dimlets!
tl:dr; I build different early game/mid-game machines depending on what mod(s) I've decided to focus time developing. I find a good base concept drives my creative juices, some mods just work better with some base designs, to me at least.