2) True also. And I too like finding loopholes such as this, because I then get to report them and see them corrected. It's, to me, the most rewarding part of being in a beta.
Which is why I cannot understand people being offended when a bug is pointed out with it. If the maker of EE didn't want people to pick out bugs, why would they release an alpha in the first place?
There is a misconception going on in this thread.
Except for a few exceptions (extra bees, advanced/compact solars), the mods in the pack are Stand Alone mods. They were not developed to be combined with other mods.
Also, afaik none of the mods in any of the packs included in the FTB launcher were made exclusively for any of the packs.
From what I have read, the major argument in this thread is EE3 is broken because you can create infinite blaze rods or bones along with a other extended processes to create other infinite items.
Here's the problem though, EE3 itself isn't broken. In EE3, you can turn 2 blaze powders into 1 blaze rod. In vanilla minecraft you can turn 1 blaze rod into 2 blaze powders. EE3 is working exactly as it was developed to work. The mod is developed to be used with no other mods involved.
There is no Loophole or Bug in this process in EE3. EE3 is working exactly as it is intended to work.
There is ONLY an issue when EE3 is combined with TE or IC.
You can just as easily say that IC is broken because you can macerate blaze rod for 5 blaze powders. The problem isn't with EE, it is with IC because it produces more blaze powder than is intended.
The only time there is an issue with the entire process is when you combine the Broken IC macerater/TE pulverizer recipes with EE.
That is not the EE developers issue to deal with nor is it the developers of IC or TE to deal with. None of those mods are made to work together. The only people that need to do anything about this is the people using these mods combined together.
Here is another perfect example of an issue that only happens when players start to combine Mods that weren't developed to work with each other.
Soul Shards.
As a stand alone mod, SS works perfectly. You kill mobs and charge up your shard. When the shard is charged to a level that you like you can then create your own mob spawner wherever you want it to be. Alternately you can right click on a spawner with the appropriate shard to immediately increase the shard one Tier. This works perfectly and there is no issue since mob spawners are relatively rare in vanilla minecraft.
When you combine the mods Soul Shards with Thaumcraft though, all of a sudden skeleton and zombie spawners become common. Now, instead of having to dig around the world looking for spawners you can just run around the surface looking for the TC dungeons.
Does that make the Soul Shards mod broken or does that make Thaumcraft broken?
Neither of those mods are broken. They are both working as intended. Combining those mods together just happen to make gathering skeleton and zombie souls much easier than you could in vanilla.
It is the players responsibility to use the mods as intended. It isn't the mod developers to change their base mod just because players use them combined with other mods that make some of the processes in their mod work beyond what they would if they were the only mod being used.
These mods ARE NOT intended to be used together. If you CHOSE to use them together then the only thing that is broken is the end user.