First off, all is forgiven. No worries.
Let me set the record straight before I say what I'm about to say. I love Thaumcraft. Without a doubt it's one of, if not my favorite mod. Really. It's great.
I don't think it warrants it's own modpack though.
Not yet.
I don't think it's big enough, I don't think it covers enough ground in terms of early-game, mid-game and engame.
I don't think it gives the user a sense of achievement alone for reaching end-game. There's very little replay value.
Let me make a comparison to FTB as a whole. The inclusion of other mods that work in tandem to each other provide a use of creativity and innovative design to create a system dedicated to what you want to do. The only real limit is your imagination. Thaumcraft alone is just research, once you've completed research, that's it. You don't have to do anything else, just slowly and carefully craft your items while micromanaging your node's flux level.
I think the idea of a Thaumcraft modpack is fantastic, but it's just too early to expect it to work right now.
The thaum is growing. Have patience.
I think the inclusion of mods like Ars, Witchery, Blood Magic, etc would drastically improve the modpack, as mentioned, it would give the effect of different schools of magic and with some of the interesting mods that Vazkii's made perfectly compliment the vision of a magic modpack with the use of banners and such.
It would be fun to see clans of blood magi, thaumaturge and witches~. Oh-God the possibilities...
FTB
does have a magic-based modpack, but it's currently outdated and the last I heard there were no plans to update in the near future. It's understandable.