So now that ChrC is no longer "super fluid, in development", and has actually playable / survival mode content, the question: What does it give when added to a world? This question is being asked from the view of a server.
I understand that it only generates pylons in the overworld. I'm not normally a fan of things that add "force play content" to a world being used in a server -- if people don't want to play in that mod, they should not be forced to. For this server, that's not a problem -- "base" is actually going to be the twilight forest, and access to the overworld is going to be "earned". So ChrC would not be an early game activity, nor would you be forced to deal with the pylons and crystals if you did not want to.
So, with that said, what exactly does ChrC provide? I know it has a world rift feature that works nicely with rotarycraft/electrical craft, but beyond that? I've seen people discuss issues and items, dealing with the research, etc, but I really don't know what it does and does not provide.
As an example, if I were to describe thaumcraft (NB: I don't play it, but I'm at least familiar with it), I'd describe it as:
1. Based on hand-held, portable, rechargable batteries,
2. Tiered based on your ability to build a better battery
3. Research system to unlock tiers
4. Some worldgen hazards, with a config file to indicate how badly that worldgen can overwhelm your world (ranging from no spread, to unrestricted spread)
5. Provides a number of techmod-like tools
6. "Golems", to automate a large number of tasks, from farming to ... actually, what can golems do in TC4?
7. "Equal trade", as a major, early tool for decorating / changing the blocks in the world.
8. Eventually, things such as high-powered weapons, flight, etc., just like typical tech mods.
So, what does ChrC provide?