I could reply to everything you wrote but this is the key. Interesting that we agreed on a few things though. (ender pearls, moving spawners, etc.)
We all have our ideas of game balance. I am not against a point-buy principle for ender pearls, but it should not be for 4 iron. 4 gold is a better place to start.
A zillion posts on this forum and others about people not using bc pipes for items or power. "Going all TE3"
Lots and lots of people still use BC pipes, but mostly because of Logistics Pipes or gate conditionals. Base BC pipes still have a place, but look at their costing. They're early game stuff you move away from. You can be using BC pipes literally on day one before you have metal tools. In the late game, they make a resurgence because no mod really can do what gate can do.
TE3 is good for simple systems, it performs well, and it is costed pretty fairly. It is not universally better than every other pipe system. If I had to make a bet on the "best itempipes" it's a tough tie between EnderIO and Logistics Pipes, with Project Red's transport rapidly joining that group. EnderIO and LP both have a fairly complex entry cost (LP having more, but being incredibly more capable).
Forestry multifarms vs MFR farms? Most everyone makes a MFR farm except those bored with them, or older players. MFR farms are MUCH more popular.
One thing I've learned, and it's one of the reasons I've started a youtube channel, is that novice MMC players do what they've seen. The modscape is so big and intimidating that it's unfair to ask them to come up with a build from scratch. So when Jaded and Dire do a MFR farm, they copy that. For a LONG time. It's not necessarily some sort of ruthless optimization process, it's just a function of how the userbase copes with complexity.
Steves carts? I would bet what hair is left on my head that quarries turtles and MFR get used far more than steves carts for drilling and farming.
This is because there are so few examples for novice players. My mining system sans processing was
easy and much more capable than a quarry. But I had only found ONE other video on youtube explaining how it worked (and I confess, I needed help with vanilla rail mechanics to understand how an SC2 miner could clear a large area and I asked months ago on this forum and got ONE response). I hope by spreading the word that SC2 can do this, we'll see a wave of people adopting it.
Quarries are one-stop-shopping magic blocks. They are pretty good at what they do, but also pretty dumb at what they do. I think BetterQuarries is way op, and I think Digital Miners from Mekanism are BEYOND OP until Aidan tunes them a bit. Quarries? They sort of self limit because they're so awkward to reset and damage the landscape so badly.
Which is why im nerfing quarries, booting turtles, and nerfing MFR. But my ideas still sound radical?
TBH, they kinda do. Quarries? I mean... what's the problem? Weren't you concerned people would further be driven towards hammers? Turtles? Make lousy quarries; terrible fuel efficiency and you'll end up with no coal for other uses even in my fuel-dense worldgen. MFR? MFR has some great stuff in there outside of the 2 blocks you seem fixated on, and it'd be a shame to lose those things.
turtles with rubies? Come on thats a stretch. But you bring up a big point... Redpower. Redpower frames were cheap, its items were cheap. And what mod has MORE people wanting back than any other mod ever? Redpower. People here said that redpower frame quarries were OP... and everyone wants the mod back!
I didn't actually say this!
Non power using autocrafing table? Again Buildcraft nerfs, and everyone complains and complains. What mod offered the best, cheaptest autocrafting table ever? Xycraft. And which mod does everyone want to come back? Xycraft. It really didnt offer much, but everyone wants it back. Xycraft soil also very powerful... and everyone wants it back. For what? The gems that took up tons of world gen space and did nothing? Or the huge tanks made out of stone and not a pile of iron or steel like railcraft tanks? (admittedly, I loved multitanks for the design aspect)
I didn't write this either, but um...
I think most people agree that Xycraft Fabricators were both a bit too good, but also a placeholder for things to come. Dartcraft can still do powerless autocrafting, but in 1.6.4 it is a magical option that is a few tiers in and doesn't feel particularly OP given the investment; on the order of Thaumcraft powerful. People want Xycraft back because it has a great art style and a theme that is under-represented. If you want Fabricator-like action, buildcraft still has it (albeit for a power cost).
You did not mention ONE NERF that referenced Thermal Expansion at all, and it's the most popular mod out there. Every mod you did mention gets a lot of flack or is less used than other options. Forestry is not really referenced either way and suprise surprise... defaults to 'easy' mode.
TE3 has had lots of nerfs. The fuel consumption nerf (engines got "buffed" but actually this was a fuel economy nerf in practice), the servo nerf. From TE2 to now, things are less powerful and conduits are much worse than they used to be. Tesseracts are not really any better now, but require a LOT more effort to craft. As for Forestry, he "ignoble stock" nerf was unnecessary and you'll see more mods like Gendustry push back on the absurd new difficulty of bees. Forestry power is actually quite well balanced and an excellent choice (tree breeding, which is quite fun and balanced as it stands, can yield fantastic power from Forestry but the initial systems are somewhat underwhelming).
Forestry farms were stealth buffed a few versions ago (I dunno if their low yields were actually a nerf). People think MFR is the best because it looks like a phantom weedwhacker, but the reality is that the primary limitation on all treefarms is how fast you can make them grow. Forestry has the worst max speed for growing, but on the other hand has the very best power efficiency over a wide (wide!) area. The notion that SC2 or Forestry are somehow disadvantaged is very sketchy, because the inputs they require literally last for weeks of continuous operation with even a modest sum.
And of course, the newcomers on the treefarm scene from the Magic mods? We'll see people start making Ars2 treefarms soon. They're quite good if you know how to do it. And Thaumcraft? Golems are quite good as well.[/quote]