Hey
@Lyra_Chan, you've said a few things here about EFab, and if its OK I'd like to try and pick up on what it is about it that bothers you - more particularly, whether it is the mod itself that you think is terrible, or its implementation?
From what I've seen of it so far, the mod itself has a lot of potential - as Xavion and Kuktar have mentioned, there is hook-ins for botania's mana; what else could be in there? What else could be added later? It seems like there is real opportunities for it to be used in an interesting way, with magical stuff too! Don't forget, its a blank slate - its the recipes that are implemented by the pack makers that define how it behaves with the rest of the pack.
As I may have mentioned, I was having thoughts about this after discussion with some other folks; imagine if EFab was used to give you a more convenient/cheaper way of making things later on - so crafts which are tedious by hand could be a lot more straightforward once you've teched up to make them in the EFab, as an example? imagine if you had a metalworking module and latex storage, so instead of having to hammer out plates, cut into wires and cover with rubber, you put in the raw materials and the gives you your circuits - but you have to do it by hand to start with? This is just one idea (and probably not a great one), but do you get where I'm coming from?
One of the thoughts I had was that one of the interesting things about IE:E was the different mechanisms for crafting items that magical mods introduced. Having to make things in a range of different ways was challenging! I feel like the EFab in Continuum was an attempt to do that without the need for magical mods; you need different bits for different types of crafts. I'm not saying how it was done in the pack was the best way of going about it, but that's what I think they were going for.