All I can do here is to remind you that the mod is based of a game/book series with its own lore and rules. The mod does a decent job of interpreting those series into Minecraft. In this universe, the ability to write a stable age is an art perfected by a rare few. The majority of worlds are flawed somehow, and those writers who tried too hard to push the limits usually died or were trapped as their age collapsed around them.
I'm sorry if this isn't what you're looking for. Look elsewhere for that. If you're willing to cheat in the creative notebook, why not just turn off instability in the configs? Then you get all the reward and none of the risk. Just don't butch that its OP when someone on your server creates an age full of end game materials on day two and ruins the progression of all your mods.
I think I was going away from my original question was if the community thinks that they might move away from the mod because of that very reason. It isn't or wasn't designed for that purpose and that is why it does such a poor job at accomplishing those goals. I completely agree that there are far better alternatives for those ends.
My issue was even when trying to make a nice age that looked interesting with absolutely no valuable ore/diamond tendrils or anything I ended up with at beast a really interesting beautiful terrain complete with lakes and ponds and trees and mountains that were fantastic but if I stayed for longer than it took me to put down the book and teleport back to the overworld I would have died. I cheated in the notebook originally to see if I was just missing some pages that could help make the age more stable and in the end I was never able to make a stable age. In previous versions I at least was able to make an age, all be it without valuable blocks or liquids, that didn't try to kill me as soon as I spawned in. In survival the materials used and the frustration with making all the pages and the time it takes to create it... it's a little frustrating. I don't want to turn off configs... I think most people get frustrated with this. The RNG is a horrible horrible mistress in this instance.
Please don't think that I am ragging on the mod author. I think they've done a wonderful job in creating a mod that is faithful to the original game in the context of minecraft. But I think they may have turned the difficulty dial a little too far in the name of balance.
The question I posed though originally stems from all the blog posts, twitter posts, youtubers, twitch broadcasters that use mystcraft as a utility mod. They create age after age to find one of a few things.
* Linking books (awesome and can't think of another mod that does it quite so well)
* Crystals to make portals (a utility mod for portals - other mods have this as well)
* Pages to make other ages (infrastructure for mystcraft itself)
* Void age for bases (a mod with void age - extra utilities now has this)
* mining age (a free area to mine that doesn't tear up the landscape, this includes ages to test things destructive to the landscape... alternatives include aroma, MFR, deep dark)
That is about the only reasons I've seen them use the mod. I think it's sad but it's what I've observed. I was curious now that extra utilities has it's void age thingamabob if the community would stop using mystcraft for that reason. Certainly I meant nothing in regards to the mod author and their intentions. I am curious what the mod author thinks about the subject. I will say though that the RNG combined with the language used in writing ages is extremely difficult to master much less make functional even just for exploring.