Im... At a loss of wordsWhen it comes to resource acquisition the main point of balance, for ores at least, is more likely to be cofh core or metallurgy. Mods like Tinker's construct just give more ways to exploit the materials put there by cofh etc. Hopefully it does this in a fun way. In Resonant Rise, default ore gen is very generous, and half an hour to an hour with a decent hammer and an ender pouch will get you plenty of resources, but its mainly because of high ore gen, ore doubling and a slightly reimplemented vanilla fortune mechanic. When I am mining with my TiCo Hammer Ragnarok (I thought mjolnir was too cliche) I do feel very powerful, but it is mainly because I am playing a pack that throws resources at you (at least in default mode).
Also, in 1.6, I don't think Tinker's Construct has been quite the dominating force it is being made out to be. Powerful tools have been found in many other mods and its not like they are being ignored. Dartcraft, Redstone Arsenal, Thaumcraft + addons, Blood Magic etc. They have existed alongside Tinker's Construct in many of the packs I have seen (not just FTB) and people are playing with their tools too. Also, mods like Open blocks and Liquid XP, while not adding tools themselves, improve the enchanting system so much (just remembered so does Thaumic Tinkerer). This buff has made the enchantments, that bring other mod's tools up to the same standard (or higher) as fully upgraded Tinker's tools, much more accessible and fun.
I'm sorry if that sounded a bit aggressive Keybounce, and others. I am highly caffeinated after a marathon Lua session.
tl:dr There are plenty of alternatives already in existence alongside Tinker's Construct. Balance points do not reside in the tools, but in the scarcity of the resources they harvest.
Just... This. All this.
This is my entire mind