I agree with the sentiment that people who tell others to go play creative are complete wankers.
I completely, utterly, totally DISAGREE with the way you seem to think discussing mod balance is a stupid thing to do. There needs to be balance and it needs to be considered, addressed and applied effectively at all stages of both game and mod development. To do otherwise is ridiculous. And the balance in vanilla Minecraft itself is already somewhat broken. To quote the Escapist: "This is a game where having the resources to bake a cake is a mark of considerable status"
It is something that easily gets out of hand though. I don't like EnderStorage. I believe it is a vastly overpowered mod that makes large sections of both the vanilla game and many mods completely invalid, for what is effectively free. I am allowed to have this opinion. I am allowed to say this, online, but for some reason, anyone who loves the mod feels the need to rant about my tedium-based hardon and clear affectations for GregoriousT.
I think EnderStorage needs a drastic balancing factor brought in. It needs something to make it not completely invalidate Railcraft, the QuantumBridge in AE, Tesseracts from TE, or any other method of transporting items more than a couple chunks. It needs to cost energy, or randomly lose items to the ether, or something. It is an inherently unbalanced addition to the game.
I DON'T run around telling people that "They should play creative" if they play with EnderStorage. It just makes me think they've cheaped out and taken the easy option, when there are infinitely cooler, more interesting and ultimately "fairer" ways of playing.
If the response to the above two paragraphs is to tell me "I'm playing wrong" or that "I should let people do what they want" then all it does is tell me the person isn't interested in gameplay, so much as they want the way they know is easy to remain functional.
It's funny, as a high school IT teacher, I see kids playing a fair amount of games. The one that gets me is the "godmode" style cheats / hacks. There's a game out there, called "The worlds hardest game". It's 30 levels of "You're a red box. Get through this obstacle course without touching a blue circle. Collect the yellow circles as you go". And if you touch a blue circle, you restart the level.
Nice and tricky, right? Some might say it needs balancing. It gets damned difficult. It is called "The worlds hardest game" though, right?. You know what >50% of kids do after playing it for 10 minutes? They find "The worlds hardest game - hacked" which makes it so touching a blue circle doesn't kill you. It doesn't even act as a wall. You can just travel straight through. There's even an "ultra hack" version where the level walls don't stop you. Here's what that game looks like:
Somehow, this is fun. Kids will load this up, and play it through to completion 2-3 times in a row, and then again the next day. When the page they load it from has thousands of other games as well.
And personally, this is how things like EnderStorage, MPPS, Early Dartcraft and Mystcraft feel like to me. It's the easy solution. It detracts from finesse, skills and the inherent puzzle that playing this game is supposed to be.
Some people feel they "outwit" the game designers by using "hacks" and cheat codes. I find this especially funny in console gaming, where the hacks and cheat codes only exist because the designers put them there.
The one time I succumbed to the "meta-gaming" temptation I ruined the game for myself forever... In the DOS days a buddy and I had the same game. He used a macro key program to run the game all night while he slept. To get back at his "cheating", I found and interpreted the character file (hidden by DOS) and just changed my character's level and equipment to show I "played" better. Never touched the game again.