Once I actually get around to writing my botania-magical crops bridge, would you consider adding magical crops to the pack with that config? The main thing with me is I like to make my resources instead of mine them. I strongly prefer laser drills over ender quarries. The thing is, as far as I know, there's three methods of reliably generating resources like that currenty in the pack since MFR isn't in.
There's Botania's Orechid, which is basically the magical version of the laser drill, plus it's even still powerable with RF if you set it up right. The second one is bees, but those get old fast once you've done it like twenty times. Gendustry makes it better, but there's no gendustry in this pack. Then there's the third option, which is oreberries or thaumcraft alchemy, but there's no reliable way to get redstone or certus quartz and stuff from that.
With magical crops, I can farm my resources without much hassle. With my scipt, the mod will be much more difficult to get into, and with the other mod integration stuff built around botania, it will require some bit of infrastructure in more than just botania, which sounds really neat.
Also, how I like to set up the magical crops config is like so: I make getting bonus seeds from a crop really rare, but still in the realm of possibility. This means that if you set it up in an automated farm, then it will slowly but surely expand, but one is encouraged to craft additional seeds instead of relying on the double seed drop.
The other thing I do is edit the recipe for magical fertilizer and add a recipe for essence seeds. This way, you can start out by endlessly destroying tall grass, but it's also possible to get essence crops from mining the ore and making other crops first. The recipe I use is 5 nature essence, 4 essence dust, and a seed. This requires you to farm to get the nature essence to expand your farm, and gives a great alternative to going Link, except with essence seeds instead of rupees.
My magical fertilizer recipe is 4 regular essence, 4 nature essence, and a bonemeal bag. This produces four fertilizer. The idea here is to provide a boost with stuff that's grown from crops, but still require a bit of extra work outside of farming (at least until you get skelly crops). The bonemeal requires you to either start killing stuff at night, set up a skelly grinder, or alternatively go to the Nether and mine up bones. Doing so will greatly boost farms. The essence cost is decent, but not at all ridiculous. Nature essence requires you to grow stuff without fertilizer, and makes fertilizer more redily available toe more crops you have growing at once. This encourages players to get lots of seeds to speed up resource gen. The issue with the default recipe is it's extremely late-game and quite expensive. By the time you can realistically get it, it's pretty much useless. With my recipe, it provides a decent boost, while still bottlenecking the production of it.With this, you can use your essence to make new crops or make fertilizer to get more resources. For reference, te total essence cost is 64 dust, or 16 per fertilizer.
Of course the fertilizer recipe, and magical crops as a whole actually, is a sensitive topic. Make it too easy, and it gets stupidly overpowered. Make it too hard, and it becomes absolutely useless. Get a nice middle ground though, and you get a great resource gathering option without punishing players who don't use it.