Part of me hopes some brave soul will port the original AE to 1.7 and beyond. In Bevo's first video about it, I was stoked; everything looked so cool and shiny and the Multipart features sounded incredibly useful. However, after just part I of Direwolf's spotlight, I have to say that I'm...kind of disappointed by what I've seen. Now, you need to rely on random drops in chests which are randomly distributed thru the world and pointless new blocks just to get started. Say what you want about the logic programmer thing from Factorization, but at least that isn't required to so much as begin working with the mod's most basic features. Now, the compass is pretty easy to make and does simplify the process, but the question remains: why make it a random drop in the first place? If you wanted the recipes to be more resource-efficient (which, in all fairness, they are), then why not make the presses an optional thing, and leave the knife recipes the way they were? At this rate, it'll likely mean I'll have built a BC assembly table and use that to make the damnable chips, assuming such a thing is even going to be allowed anymore...it might be too easy or bloody sensible.
The channels? What possible purpose could they serve outside additional complexity for the sake of complexity? This gives those of us who use modpacks one more fucking thing for which we need to keep track. That's alongside things like power networks, farming setups, ensuring proper chunk loading, resource levels, and even freaking more. No. No no no no NO! I, for one, do not want another pointlessly complicated mechanic when all I want is efficient god damned storage and base operation. Unless you use dense cables for everything, that is, in which case, you can use all 32 channels per controller side at your leisure.
All this crap is leading me toward not wanting to use this mod for automation. All it makes me want to use this bastard for is space-efficient storage. I'd say that I'd use it for auto-crafting, but as Algo himself has said, that's going to be after the first release. That, in and of itself, is a very, VERY poor decision. Auto-crafting is a critical component of the mod; some would likely go so far as to say that its half the mod's purpose. Why, oh why, is it not going to be included in the initial release? Because it'd push the release date back a bit? I, for one, would rather wait for the second purpose of this mod to be fulfilled then work with something that, again, has nearly half its functionality stripped away to meet some imaginary deadline.
IMPORTANT NOTE: I realize that this is going off an alpha version of the mod, and that things may very well change. It is my hope that Algo listens to the outcry of the fans of his most excellent mod and takes it to heart during development of the first official release. AE 2 has the potential to be a game-changer just like its predecessor was, but as it stands now, there's a tonne of bullcrap holding it back from being the masterwork it truly could be. I love Applied Energistics. There's a reason I abjectly refuse to play a pack without it: its just that damned good.
The above is the sole opinion of myself, and is not meant to be taken as a statement of fact. I really shouldn't have to say this, but people tend to get a tad whiny, ya know?