While you're about, would you care talking about where you see an MPS fitting in relation to the tech progression curve? You can talk design here, we promise to behave.
I've been playing in an GT world, and it's interesting how the GT recipies put it solidly in the late mitd-game, but the IC2 and TE recipes do not. It's interesting because the GT recipes seem to discourage you from building, for example, a power tool over a IC2 drill and then upgrading that over time.
I do like how the force field emitters are pushed more towards the quantum suit part of the tech. Right now if the IC2 or TE recipes are on, it's very iron hungry but still the best course of action to spike a full force field suit.
Honestly? I haven't thought too much about how it fits with other mods' progression curves (the gregtech and UE recipes both were based on outside input, since I'm only really familiar with IC2 and ThermalExpansion.) and I'm still experimenting with the mechanics. I'm starting to think maybe it's not worth having all these components with 8 different recipes (yup...if I keep on the current path I'll end up making Xycraft, Cogs, and Applied Energistics ones too), instead just letting each module cost an arbitrary set of resources to be administered by the server owner. Because as it stands, every tech mod has its own ideas about balance and progression and a lot of modpacks and private servers include more than one of, for example, railcraft, forestry, gregtech, ic2, thermal expansion, xycraft, cogs, redpower, atomic science, mekanism, etc. etc. etc. and each one affects what resources even
exist, much how difficult each one is to get and/or amass.
The alternative is I add my own worldgen and set of machines, which I really don't want to do because there are already plenty of them out there, and nobody wants their chests/barrels/logipipes/AE networks clogged with stacks of every rare earth metal on the periodic table (or at least the ones with high tech applications, which is most of them, which is what I'd really want to use for this.) Even Forcicium (which, based on Real-Life Monazit, should be a mix of lanthanum, cerium, etc.) gives people migraines.
Another option is to reduce the material cost by a lot, and instead use other balancing factors like the weight, power consumption, and maybe other limitations. I really like IC2's reactor design 'minigame', and I originally wanted to do something similar for the powersuit components, but I couldn't figure a way that would make sense and still be balanceable and useful.
So that's where I am right now. I'm open to suggestions as long as the discussion remains constructive and doesn't devolve into "OMG SO OP" and "YOU SHOULD ADD A MINIMAP AND A CHARGING STATION/DISPLAY CASE!" like my thread on MCF ;D
Oh, as far as fitting into the progression curve... I originally intended it to be something that you could afford at around that time when iron starts to be ubiquitous, but then to get the more and more advanced modules you need to start using more and more expensive and rare materials. That's clearly not what's happening right now, it just takes more and more iron and maybe some ender pearls.