I'm thinking if I did an HQM for this, which I'm not committing to yet, I think I'd like to kind of separate it into probably no more than 3 tiers. Think like:
Chapter 1: Actually Starting - quests that guide through a basic camp setup, an AA drill and the first couple of upgrades, a basic autofarmer and finish this basic startup quest, you're rewarded with the block that starts up Minecolonies.
Chapter 2: A little bit Extra - starts you up on some basic ExU2 early game goodies, particularly some of the stuff that's new in ExU2, like the glass cutter or something - just to point out its existence. Maybe rewards you with some dark glass or something, getting back to that in a bit.
Maybe Chapter 3-5 something introducing Immersive engineering and some other stuff, and one that will start pushing you through the basics of Silent's Gems (I really liked this mod when I did it on Sprout) so you get geared up.
All these chapters would be doable at your own pace. All revolve around introductory stuff. If there are multiple ways to do your autofarm, maybe it'll encourage a way, but you can feel free to do it any other way, and the quest turn-in could just be a couple stacks of wheat, encouraging the automation but not requiring it.
Anyway, once you complete the opening chapters, you'd be gifted, say, a mob grinder from mob grinding utils. This is officially the moment where you could start compiling lots of ender pearls, and this will encourage stuff you can do in that you'd normally open up once you're getting those, etc. And a while mid-game tier.
Then, finish the mid-game tier and give you an Nether Star or something, which unlocks that tier and encourages getting started on the end game mods, which then gifts you with the quantum quarry core.
No need to reinvent the wheel on progression. Just gently guide.