I am fully supportive of the FTB team's decisions, as they are not nerf-all-the-things people; balance, standardization, and simplification are good things.
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I like the fact of power standardization. I also think that the RF system, which has already been implemented in many mods, is a great system; it's also great how the energy conduits from TE3 can convert to different power systems.
But I agree that it's time we have one accepted main power system that can power or be powered by all machines. For some time, we've all had questions about cross-mod power, and there have been mods created for the purpose of easier power conversion.
It's cool to build up each of the different power systems, but you have to know the ins and outs of each system, their peculiarities, which machine could explode given too much power, and so on. It's a lot simpler, I feel, if one power system is used as the "mainstream" power system; it would cause a lot less confusion about what machine outputs what energy type and other of such questions.
But I don't know if it's the best idea to exclude mods such as BC and IC2 from the flagship pack because they use a different power system than the "mainstream" one... these mods have a lot of neat and unique features that other mods can't really compare too: BC's and LP's piping system would be removed as a way of item transport and sorting, and IC2's machine upgrades, armor, and rubber features would be gone. I wish there was some way to keep these features without necessarily keeping the entire energy system...
Of course, I don't know what the best thing to do is; that's why the FTB team is who they are - they're expert mod-breakers, and they know what they're doing. We, the players, can offer our input and opinions, but we don't need to give them such a hard time about decisions made as a team for us to enjoy modded MC. They made the packs in the first place, these aren't fan-made packs; we should respect the team's decision, because they put a lot of time and effort into this and they rock. So thanks to the FTB team, and kudos for adopting a stance that may seem hostile to some people, but looks like a better overall vision for the tech support and the user.
Engineering talking your mod is not considered a tech mod it's a neutral mod. So feed the beast mod packs have their thing you can't compare all mod packs to be a few categories.
So... a mod that adds shaft-driven machines that can drill through bedrock, ore quintuplication (or more) through grinding and washing, defense and offense systems, utility and aesthetic machines and tools, and nuclear fission and fusion reactors (to say nothing of the various mechanics of charge, voltage, tension, shaft power, and everything else I haven't played with yet) isn't a tech mod?
Not that I'm trying to confuse the issue any further, but RC's power system is significantly different from "traditional" stick-coal-in-a-box-and-voila power systems. It adds way more stuff for way more effort; many n00bs will probably not understand it; in short, adding it to a flagship pack would likely cause a lot more issues and tech support to deal with...
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