Basically mildly annoyed by how every mod now has its functionality split across half a dozen component mods or more.
If done right, it allows you to pick and choose things you like without having to put up with features that overlaps with other mods you prefer for that instead.
For the same reason I also like mods that take their cue from Quark, where you can disable everything you don't like and the features and items aren't even loaded or registered at all.
What irk me is when a mod splits up in an unhelpful way...
Take project Red for example;
Removing the world module leaves behind gems in other modules that miss an associated ore. The mechanical module contains a power system and powered machines I have no use for, but also block breakers/placers that don't need power and could be used without the former.
In contrast: Removing the Fabrication module leaves no lose ends, as everything in it is needed only for the things inside this module. I wish its other modules where that focused.
Makes it so tricky to set up your own pack.
If I understand you correctly, then I think the main problem is that these associated "modular mods" aren't all assembled in a single download page, but treated by curse as completely separate mods. It would be easier if such strongly linked mods are grouped together, alongside any lib's or core mods they need.
Alternatively, mods could go the route binnies-mods has taken. Just one jar file, but with internal modules that can be disabled in a config. The downside is, you need to download the whole thing even if you only want a small part.