Here's a list of things to look forward to in 1.7.10 mods in no particular order, the list is not extensive or exhaustive and I apologise if I cause any offence to a mod/dev:
EnderIO has some new cool stuff like the farming station (think harvester/planter in 1 block), Killer Joe (think attack turtle with equipable slot), New Generators, New Fluids, New very very cool armor
Mekanism has one really big change you may not like so much, the Electrolytic Separator now uses 1600RF/t from 50RF/t in 1.6. This was done (and removed from config so you can't change it) to address balance issues. It's a pretty well balanced change making the mod not so heavy on free gas gen power.
Thermal Expansion has tiered machines and augments (machine upgrades), New Caches (think electronic barrels) but the biggest change has to be NO energy conduits, NO fluiducts and NO item ducts. They were removed with a view to bringing them in later in their own mod (nothing has surfaced yet).
Applied Energistics 2 - perhaps is the biggest change in any mod I've played yet, if you get into modded 1.7.10 having played AE on 1.6 and think ooooh lets do AE then you're probably going to stop and hate it. It's nothing short of a complete re-write, but a re-write almost into a new mod. I mean the basics are still there but there is so much new and the structured fundamentals are also very different. It takes a while to get your head around, but once you have a grasp of channels and lose the AE1 mentality of just throwing cables on for fun you'll love what Algo & Co have done to it.
Extra Utilities has gone completely mad on generators, not only do you have the set from 1.6 but you have 2 more sets of them at a 8x and 64x. The 64x completely devour fuel at an incredible rate but give you insane amounts of power - the 64x nether star gen gives off 2,560,000 RF/t but will also give you Wither III should you get too close. Also you get round objects (can't remember if they were in 1.6) yeah that's right ROUND things.
Will carry on shortly I got interrupted and have to go out I don't want to type it all again
EnderIO has some new cool stuff like the farming station (think harvester/planter in 1 block), Killer Joe (think attack turtle with equipable slot), New Generators, New Fluids, New very very cool armor
Mekanism has one really big change you may not like so much, the Electrolytic Separator now uses 1600RF/t from 50RF/t in 1.6. This was done (and removed from config so you can't change it) to address balance issues. It's a pretty well balanced change making the mod not so heavy on free gas gen power.
Thermal Expansion has tiered machines and augments (machine upgrades), New Caches (think electronic barrels) but the biggest change has to be NO energy conduits, NO fluiducts and NO item ducts. They were removed with a view to bringing them in later in their own mod (nothing has surfaced yet).
Applied Energistics 2 - perhaps is the biggest change in any mod I've played yet, if you get into modded 1.7.10 having played AE on 1.6 and think ooooh lets do AE then you're probably going to stop and hate it. It's nothing short of a complete re-write, but a re-write almost into a new mod. I mean the basics are still there but there is so much new and the structured fundamentals are also very different. It takes a while to get your head around, but once you have a grasp of channels and lose the AE1 mentality of just throwing cables on for fun you'll love what Algo & Co have done to it.
Extra Utilities has gone completely mad on generators, not only do you have the set from 1.6 but you have 2 more sets of them at a 8x and 64x. The 64x completely devour fuel at an incredible rate but give you insane amounts of power - the 64x nether star gen gives off 2,560,000 RF/t but will also give you Wither III should you get too close. Also you get round objects (can't remember if they were in 1.6) yeah that's right ROUND things.
Will carry on shortly I got interrupted and have to go out I don't want to type it all again