Honestly, I'd be completely fine with this pack if it wasn't being shipped as what it is: the primary 1.6 FTB pack. Let's go through the list from Page 3 of what is and isn't being included:
Not In:OpenBlocks: Huh? Why not?
Iron Chests:
Ender Storage: whatisthisidonteven. Ender Chests/Tanks are certainly not made useless by Tesseracts, Transceivers or trains.
Advanced or Compact Solars: Not seeing the logic here. If you
Extra Bees/Extra Trees: Bugged, so no issue.
Dartcraft: This better not be because of OPness or the Force Wrench.
Voxel Map: Multimple minimap options hinted, so ok.
Factorization: I somewhat agree. I'll miss routers but this mod really isn't adding anything else substantial.
MystCraft: Configs are your friend.
Soul Shards: Iffy state atm, so ok.
Portal/Gravity Gun: Gravity Gun sure.
Logistics Pipes: I don't see the harm in adding it for the people that want it.
EnchantingPlus: Agreed with occulsion. Thaumic Tinker replaces it almost fully.
Power Converters: I've heard about stability issues, but this wouldn't be an issue with if we had a
certain mod...
Nether Ores: Crowds up the Nether. No issues here.
Gravitation Suite: Haven't used in a while, so no comment.
Modular Power Suites: This stuns me. Armor options will be absolutely horrid in this pack, as will flight because you didn't add Dartcraft, Mekanism or Blood Magic (only IC2 and TC4 :/). If you had any of those it would be somewhat acceptable, but you don't, so here we are with 20 damage/instamine tools and IC2's fail armor.
Lovely.
Mysteriously Absent:
Ender I/O: People underestimate this mod. A lot.
Mekanism: The conspiracy theorist in me wants to think that FTB has some sort of hatred for this mod. It didn't even make Horizons after it was almost fully reworked, and it has been quickly thrown to the side in most conversations I've seen. I doubt this is the case, but the lack of this mod is starting to really puzzle me.
Ars Magicka 2: Game-breakingly bugged.
Blood Magic: Ok, to be fair this is pretty grim. I don't personally have an issue with it, but I have no objections to your decision.
Out-of-Place:
Agriculture: Natura says hi.
IC2: While I personally think this mod is in a terrible state balance-wise, I see no harm in leaving it in.
Better Storage: Iron Chests would also say hi IF you had it, which you should.
Roguelike Dungeons: How does this fit a tech/magic pack?
Lycanite's Mobs: Also very out-of-place, for the lack of a better term. This would work in an adventure or maybe a pure magic pack, but in a pack with tech mods.....haha, no.
This is a weird combo of adventure, magic and tech. Magitech packs (aka almost every prior general FTB pack) have worked to great success, so I fail to see why to change this formula. To top this off, the sheer lack of classic mods and armor options leave this pack horrifically lopsided. The strange occlusion of Mekansim continues as well, though at this point it's not even surprising.
I guess it's fine as its own pack. But as the primary FTB 1.6 pack? No thanks, until I start seeing some real options.