Ew, Gregtech and Reika mods.
Diyo, try building cities with your extra resources, perhaps a floating airship with potion shops and weapon stores.
Really the problem with tech mods (save for ThermExpac really) is they give you too much resources because their recipes are usually expensive as hell. Why do they do this? because Minecrafters seem to think tedium = difficulty. Hence BTW and GT5. These two mods are only popular because it fools people into think they're hardcore players when they're just GUI fanatics.
How to solve this? Don't play tech mods, or play better ones like Resonant Induction (sadly it's a Calclavia mod, so it's nigh unplayable). Too many tech mod rely on psuedo-industrial and modern tech. People like us just need to wait for a mod that uses mechanical power, gears, and other actually interesting stuff.
Early game tech is always GUI intensive.
-mine out to bedrock
-smelt basic stuff in furnace
-make power machine
-make ore processing machine
-place them next to each other
-etc
Over half of that requires GUI interaction, and while hoppers are a thing, they are ugly and too many of them can cause bad tick rates.
The fact that mods like Gregtech are so GUI intensive just points to poor design. I get it, making it rely on GUI is easy, but where are the world interactions? Mariculture does it a bit, with Blacksmith's Anvil. Or Pneumaticcraft's Assembly Machines. That stuff is neat to look at. Stacking a bunch of magic blocks together is not.
The fact that roughly 90% of Minecraft's tech mods are GUI centered (so, are "poorly designed", according to your POV) makes me, as a "GUI fanatic", not impressed when you tell me that GT is all about staring at GUIs. The same thing can be told of Thermal Expansion, IC2, Mekanism, etc.
Thing is, if you planned your power supply and your setup correctly, you shouldn't have to bother about monitoring a machine and wait for it's products,
regardless of the mod you're using, and be able to do something else meanwhile. It's just more true for GT when the tier of the machine you use determine the processing speed, and LV ones tends to be somewhat slow - it's not THAT slow though, you're not waiting 3 minutes for a macerator to process 1 ore !
The only thing that might be truly "GUI intensive" is the amount of crafting steps you need for your first machines, but it's alleviated the further you progress, because machines start to do more than half of your components, and using things like Forestry's workbenches (and later, AE2 autocrafting) helps in reducing the time you spend on crafting things.
You're right about the "tedium" of the mod though, it's something purely intentional, and we like it that way.
Yet we don't go all "eeeeew [insert your prefered "non-tedious" tech mod here]" everytime someone mentions them, like some FTB and Minecraft users alike.
Also, don't put RotaryCraft and GT in the same basket.
GregTech 5 : Balanced around material requirements (not in number, but in quality, hence the tiering system : LV requires mostly steel, iron and tin, MV requires aluminium, bronze and steel, etc.)
RotaryCraft : Balanced around power production. The more power you inject into machines, the more powerful they become - and as a side note, ReactorCraft, its companion mod, is almost GUI-free since it's about constructing a reactor of a tremendous size, and even energy display is rendered in world. Also, RotaryCraft is less tedious that GregTech, FYI.