All in all, it'd probably end up being someone else's work. I'm currently working on my own game, so I haven't much time for mod development. I am writing up technical documentation, and outlining how it'd work mechanically; if nothing else, to take some of the load off whoever decides to take this idea up and run with it. Yes, it'd be potentially overpowered, but again, this is more or less exclusively late-game content, and there's always config options with which you can tinker. It'd be kind of like if one were to mix the best parts of Translocators, Thaumcraft, end-game Mekanism, with a dash of Modular Power Suits for flavour and plenty to make it good in its own right. Without a doubt, the tools and things it'd provide would be very powerful, but it wouldn't be true late-game content if it weren't powerful. It requires a tonne more power to do what it does, but what it does is that much more awesome because of it. For example, the mod's most basic machine (which makes the aforementioned nanites), the Nanite Forge, requires 800 RF per tick to operate at peak efficiency. The basic nanite cluster will cost, amongst other things, 80,000 RF. My vision of the recipe to make the Nanite Forge would require 4 machine frames, 3 pneumatic servos, 1 bucket of gelid cryotheum, and 1 block of enderium. The nanite cluster that can serve as pickaxe, shovel, and axe (the Deconstruction Cluster) costs a total of 6 iron ingots, 13 redstone dust, 2 gold ingots, 3 gold nuggets, 3 nether quartz, 1 pyrotheum dust, 1 diamond, and 384,000 RF. It holds 12,000 RF and consumes 100 RF per use. Though, again, this is just a rough example, and may change if this mod is released, depending on the designer's personal idea of what would make such a tool balanced.