Played the pack for a few hours tonight and it was very fun and interesting. I completed the first set and got started with a few of the others. I probably won't play anymore, not because the pack didn't have more to offer (it really has) but rather due to time constraints. I did however peek a bit on the quests I never got to.
The way one approaches the game in this pack is very interesting and refreshing. The non-mining is executed perfectly; The early/mid game without any ores is a very nice approach that is carried through nicely with the quests. I liked how the quests were linked in the first set where they form some sort of mesh. This allows you to choose the order of the quests you do, but you still move in a specific direction. This works well since it feels like something you would end up doing if you ended up in that spot for real: try to get your new existence sorted out but you're too disorientated to have a linear plan. Another nice touch with the quests was the reputation that was given depending on the type of quest one completed.
However, after a while I stopped bothering about the reputation for two reasons. Firstly it didn't seem to matter for anything and secondly, I had no choice which quests to make so I couldn't focus on a bunch of quests if I wanted a specific reputation type. I could choose the order of the quests, not which one to do. This brings me to another point, sometimes the quest structure boiled down to just one quest to be completed (to unlock more quests or to get resources for other quests). I found myself, multiple times, just waiting for some plants to grow to complete that quest. Having some other quests to do in the meanwhile, either completely different in other sets or just some extra branches of quests in the same set, would be nice. I know I praised the mesh quest structure, but sometimes it lead to nothing to do (for instance when growing essence seeds).
I don't know if it's intended or not, but villages really breaks progression. I spawned in a village, and found two other ones nearby. In those villages I found tons of food, wood and tools, among other things. During my play-through I never had to produce any food, I simply used the ones already growing in the villages. If the villages are actually needed (for some specific material) I would recommend looking for another solution. The villages makes it so random if your game will be easy or not. Maybe it's not a concern though, I lived happily in a village.
Like I said, I peeked at the other quests and oh wow. The second set is just beautiful. It's aesthetically pleasing, the progression format seems very nice (I haven't played it) and I really like how you use three invisible quests to control some logic (won't spoil for what for others reading). I also found that you actually did use the reputation values for one quest and I suspect that you already plan on adding more quests like that in future updates. Regardless, it would be nice to give the reputations a bit more presence. Maybe have quests that are "optional" in such a sense that they aren't required in the normal quest line (for example getting some other mana generating flowers) but they yield some reputation. The reputation could then be required if you want to start another set of quests, or even let you start a set differently. For instance, if you have a lot Mechanist reputation you could approach the set from one direction while if you have a lot of Genetics reputation you can start it with a few other quests. Both starts would then lead to the same common quests later in that set. But again, you probably have plans for something with reputations already.
Anyways, all in all a really nice pack that is great fun to play. I'm looking forward to see what future updates may bring. This is definitely a pack to look out for in the future, it will likely become as popular as Agrarian Skies and Crash Landing.