You see, everything you're talking about is highly subjective. You see IC2 as obsolete because of the energy system and ore-doubling machines. You mention nothing of crops (the closest thing to that in common use would be bees. Agricraft is good, but not in common use at the moment), or of the miner (which mines out only valuable ores, without mekanism, there's not a replacement for that), or of the nuclear reactor (big reactors is similar, but the IC2 version is vastly different in mechanics and functionality), or of any number of smaller items that IC2 adds that make it handy (scaffolding, CF spray/packs, toolboxes), whereas you've mentioned similar small items from other mods as a reason for not subjecting them to your cull.Forcing people to use a much more complex mod? Bad (remove TE = remove the easy mode. New people may not understand the harder mods such as RoC)
Forcing people to use a mod that is the same, but has a different power system with less support (not as many EU generating mods as there is RF)? Good... to an extent.
And I never said they shouldn't be public, I said removed from packs where they are made redundant/obsolete.
Let's take one of the more popular packs, Direwolf20. In there we have 2 massive mods that use RF for ore processing; Thermal Expansion and EnderIO. Now they can be powered from:
EnderIO generators, Thermal Expansion generators, Extra Utilities generators, Big Reactors generators, Buildcraft generators, PneumaticCraft generators.
Now IC2 has:
IC2 generators, PneumaticCraft generators.
And seeing as the mod's functionality is in other mods, which have more generation methods, people are going to go for the ones where generation is easier to unify. Obviously people could go RF -> Bar -> EU to use RF to power their IC2 machines, and not have to have 2 generator types. But in a pack like that, people want ease of use, not complex builds.
If we take a pack like Resurrection which has Gregtech in it. Then fine, I have no issues with IC2 being in there, (assuming it still utilizes IC2, I haven't played around with GT for 1.7 yet), because GT adds a lot of cool stuff, more than is in there with RF. And although the power generation options are limited to a few mods, you get a lot more bang for your buck.
With packs there should be a nice balance of what can produce the power type and what can use it. For example if we were to take DW20 and add in RotaryCraft, yes, there is only RoC that can produce the power type for its machines. But it adds so many machines that it outweighs its negatives. Whereas IC2, as a standalone mod - or with addons such as nuclear control/advanced machines, doesn't add anything extra to what mods such as TE and EIO add. And because those mods have a very wide variety of power gen methods, people are more likely to use those mods.
Why does it matter that a lot of people use the mod, to me? Because there are a lot of people who don't have terrabytes of storage space, or A* processors. They suffer from mod packs having mods that get little to no use whatsoever in some packs. And I know a few mb isn't much, but if they are like me and have 50+ packs installed on their PC, some which they may never touch, but may do so they keep them, then that storage space starts to build up. And as for processing power, 1 mod doesn't do a lot, but if it adds world gen, or has weird requirements to the mod (such as factorization's dropper - book thingy) then it could start to hinder that person playing.
TL;DR : I don't think the mods shouldn't be public. I don't think the mods are better/worse than others. I just feel that they are being added just because they can be added.
What you're doing is saying "I don't like this, so other people should change". You want to alter a number of widely used packs because you don't like something. And you really can't see a problem with that.
Let's also give an honourable mention to you trying to get the FTB team to do something to the DW20 pack, of which they have no overriding control (DW20 controls what goes into and out of that one, unsurprisingly).
If there is a mod that is objectively negative to the pack (performance issues, crashing, exploits, etc.), then action should be considered.
If there is a mod that the majority of the community feel is wrong for the pack, then action should be considered.
If the pack creators feel that a mod is wrong for the pack, then action should be considered.
Your arguments meet none of these criteria. You are wanting other people to remove mods from their game because you don't use them.
The big problem here is that you genuinely don't seem to be able to see the problem with this.