But disabling a mod is easier and intuitive.. But messing with configs.. Im used to it, but for new people its bound to break more than it fixes.. I remember my first time configuring greg tech, i spent literally 2 or 3 hours on his CFG's.. Obviously your cfg's are perfectly simple, but yet again, some people dont even know where cfg's are and mostly are not willing to even try to find them.. I know its bad, but I feel we cant really blame them as they dont have the necessity to modify (and understand) them.. One single thing that would make things better is if the launcher had an instant access to the pack folder.. As for me, i see how reactorcraft had this problem, tbh since i started using ftb i rarely go onto the mods forums.. But the fact that reactorcraft is there gave me the impulse i needed to finally get rid of IC2, which at least for me, is beneficial. There are, i believe, a ton of people out there that would enjoy reactor and rotary craft, but for that they first need to see it.. And the modpacks continue to have other mods that are more known by the people out there.. Usually people does Thermal and buildcraft, thats all they need..But also, its what they see, for example, in direwolf20 videos.. For this i have 2 solutions, u can ask direwolf20 to make a mod review on rotary craft, and second, you could make the handbook an instant item when logging into the server for the first time.. If people dont know your mod, try to make them know it! And then, the "What is this mod? Ill disable it" Will turn into "Hey, this is the mod with the awesome looking machines! No way im disabling it"
I tend to go to creative and check every new mod i get in a mod pack.. Then i disable properly.. When i saw your machines i decided it wasnt going to be disabled, but i needed to see it first. So yeah.. Sorry for the wall of text, im trying to help, but i also think that you need to comprehend that the community here is not 100% computer fanatics, there are even kids here..