Well, there is a reason why it's 'Expert' mode : it means that in every sense of the word. If you're looking to learn a mod and play it the way the mod author intended for it to be played, that might not happen. IC2 is largely untouched, but the magic mods especially have had major recipe changes.
And, this pack is not a GT-style pack that lengthens the early game. This pack lengthens the
middle and late game. There's a lot of things gated behind power generation/requirements, plutonium, and iridium. If you don't invest into a substantial IC2 nuclear setup, progress is going to be very difficult.
Mid-to-late game, you're going to have to had progressed very far into:
- IC2
- Thaumcraft
- Botania
- Witchery
- Blood Magic
- Dracon Evolution
Those are the core, gating, "progression" mods that require you to all but "finish" the mod.
You will also need to make at least modest progress in:
- Forestry
- TiCo
- TE
- Agricraft
- BC
- Advanced Solar Panel
- MFR, ImmersiveEngineering, or both
- ExUt, Railcraft, or both
And, as in any SkyBlock pack these days, there's of course
Ex Nihilo. If you can't stand any of the above mods or you want to learn them exactly as the author intended (TE, Agricraft, ImmersiveEngineering, and IC2 largely aside), this pack is not for you.
For the third tier, here are the mods that are very helpful, and would be difficult (but not impossible) to replace/substitute:
- SimplyJetpacks
- LP
- eIO
- StorageDrawers
- RFTools
- ProjectRed (for the logic)
- Thaumic Tinkerer
Completely optional (in my experience), that *can* be ignored or substituted, but still very helpful mods are:
- IronChests
- EnderStorage
- JABBA
- All bee mods
- All other Thaumcraft add-on mods
- AE2
- Mystcraft
- Bibliocraft
- BigReactors
- BoP
- ComputerCraft
- Steves's {Workshop, FactoryManager, Carts}
- TwilightForest