Uh... no it's not? I'm saying that "Breakable tools" are swiftly going out of style, because nearly every mod has some method of making tools no longer break (under normal conditions. You can still overwhelm a lot of repair methods if you try). Or I'm totally missing your point, which is entirely possible because you saying that has me very puzzled.
TomeWyrm, what on earth are you talking about. How can you say that the unbreakable tools are the point of RoC when so many players want to nerf/remove them? Your point is already 100% disproven. There's no logical argument to that, period.
No I mean they're the original point of the mod. At least the unbreakable part. I dunno about the baked in special effects and when they entered the picture. "I want unbreakable tools" was literally the thought that started Reika on the path to RotaryCraft. So it's quite logical to say they're "the point". Maybe not of including it in a pack, but certainly of the mods very existence.
As for why I include it?
The unique (and really not that hard to grasp) power system.
The ability to turn most every process up to 11. I ain't got time to wait 20 real minutes Factorization!
Useful tedium-reducing tools that don't break. Yes I still manually mine stuff and chop trees. So a good unbreakable silk touch pick is quite useful even at the late point I would get it with RoC. My workhorse is probably actually Botania in my pack, but that doesn't mean I would never use the bedrock pick either.
Being totally feature-complete for a tech mod. It has an answer for most of the common things people do in tech mods. Mob farms, crop farms, tree farms, auto-mining, smelting, etc. One of the only mods I've seen lately that does similar levels of "I can do everything" is EnderIO.
The only non-frame endless tunnel bore miner that doesn't run at a pace that could be beat by molasses in the arctic in February and require some form of item return from the "bore head" (railcraft tunnel bore is slow as sin and requires you to get the items to some central location. Steve's Carts requires the cart to come back to base... but it gets about as close as one can to workable). Sorry the point of auto-mining for me is AUTOMATIC. Moving quarries gets absurdly boring after a while.
A well-thought-out progression system.
Ok, ok. The extractor too
Unbelievably, they are all real.
Yep. Meet DartCraft loot bags, and Lucky Blocks (just off the top of my head). Scary but true.
That having been said, Reika. Your minetweaker ban does preclude people from being able to do things like the original idea behind Crash Landing's "tech gating" where the various "machine frame/basic circuit" items were interchangeable. It's only possible to gate other mods into RoC's progression, not shunt parts of RoC's further back. Which is the point Pyure was trying to make (I think). You always have to warp other mods to fit. Which is aggravating for a certain type of non-HQM pack.
Now for me? My pack creation style is "leave mods as untouched as possible, but include as much cross-mod compatibility as I can". Give TC4 aspects to everything, make all the alloys producible in the Alloy Furnace and Induction Smelter (though I wouldn't do the RoC alloys. Most of them are gating materials, and can be done better/easier with the actual mechanic anyway), try and make sure all the plants can be dealt with by all the farming methods, like MFR planters/harvesters TC golems and the like, you get the drift. Which leaves you open to progress down basically any mods you choose and not be locked out of the rest of the content until you plod through all the stuff like a total newbie. Sometimes you don't want to build a dynamo, leadstone fluxducts, a pulverizer, redstone furnace, induction smelter, magma crucible, and liquid transposer just to get a piece of enderium when you've already got the equivalent machines from EnderIO (not all of them have counterpoints in EIO, but you get the gist), ya know?