And sometimes a dude has a job, a significant other, a kid, and doesn't have time to faff about with pointless boring grind for the sake of boring pointless grind or half hour timer gates.
Here's the problem, as I see it, with virtually every single 'expert' or 'hardcore' pack I've seen: It's not more challenging, and it is certainly not more engaging.
Yes, but the way you see it is objectively incorrect. (I have a job, wife, 4yo and 2mo, and virtually zero time for any pointless activity. So you know where I'm coming from.)
This isn't an insult. You agree that not everyone has the exact same capacity to see things from wider angles, right? People often see it as an insult, which is ridiculous. I see this topic from a wider angle than you do. Of course
Nobody ever on the internet has successfully accepted this from another person, so, well, I don't expect any different here.
I'm coining a term: Some people are grind-blind. They see "grind" and immediately think pack-devs are being lazy. When you dig deeper, you often find that the challenge doesn't reside in your ability to click a tree 20x longer than someone else; its evaluating your ability to review the mods at your disposal, choose the right tool for the job, and leverage it, thereby mitigating the 20 clicks.
Take, for example, Continuum and its decision to have two planks per log and two sticks per plank. This does absolutely zero for complexity or difficulty, it just doubles or quadruples the early game tedium.
What's so special about 4 planks per log? People have a magical expectation of it because it came from vanilla. When it gets changed in a pack, its because that pack is intended to go at a specific pace. An alternative approach would have been to make everything cost twice as much wood. Either way, the player is forced to identify the tricks the pack is offering you to improve that pace. People need to realize that packs have a fundamental right to design a new resource baseline.
There are no "actual puzzles" in minecraft, unless you're talking about adventure maps that can be "won" with an online walkthrough. By this I mean, a quest-riddle hints that you dig under the 3rd totem pole to find the next quest item, etc etc.
There's only "stuff I don't know how to do yet." Building something like, say, a ReactorCraft fusion reactor is one of the most complicated things you can do in Minecraft. But its less difficult than achieving, say, Neutronium in Gregtech, because there's a bazzillion little pieces you need to learn in order to make things take months instead of years.
The people complaining about lack of "real", non-grind challenge don't realize that the thing they're missing is usually new mod content.