Turtles are losing/have lost infinite durability tools. So: turtles nerfed. They're already not that powerful in the modpack proposed; the only reason anyone would go for a turtle over a quarry is because Greg made the quarry a late-game device.
You do realize this is a great example of a strawman. At no point did I ever mention what use the turtles were put. And of the example I did provide, none of those uses were comparing a turtle to a quarry.
The reason this happens is because DW20 does not have many mods that can do specific player-related things.
Sorting bees is a player related thing? No, there are several bee sorting items, but he went with computercraft. Moving items from one chest to another chest is a player related thing? No, there are several other methods of moving things from A to B. You picked the one example where you hypothesis applies.
DW20 has painted himself into a corner with his pack on that front. It's a weakness of the pack.
You do realize I didn't mention a specific LP, he regularly does 2, and one of them is not limited by his pack yet he still resorts to Computercraft for an ungodly amount of things these days?
It's just that losing RP2 tubes is hard to swallow
It really isn't. I got into modded Minecraft prior to RP2 being available for 1.3.x or 1.4.x. The amount of functional things it can do that other mods cannot approximate, at that time, boiled down to 2 things. Frames and Red Alloy/Logic Gates. Its tubes I have found to be sub-par outside one specific use case, that being highly localized and specialized automation.
...Immibis's stuff is closest.
If we're talking microblocks, sure. Even though that is cosmetic it's actually better than RP2s implementation.
Doing complex processing pipelines in AE is agonizing, and in Buildcraft it can kill servers even with insertion pipes unless you commit huge resources.
Doing anything with RP2 tubes is agonizing. AE is trivial by comparison.
For servers, nothing is more depressing than having numerous nearly identical bases because everyone's mechanization dictates so much about what they do.
In your opinion. Also I note that you're gung-ho about providing multiple options. How many packs do we have which give that? Pretty much every public FTB pack currently available? The major differences boil down to this, Gregtech Y/N, circle one. Look at what he said the intent was for, a pared down, focused pack which provides a friendly, non-overwhelming, experience for players, particularly those who are new to modded Minecraft play. What other pack out there does that? Why not have that option if your goal is to provide options?
Another fine example of modpack diversity.
Actually, it isn't.
You have 2 ways to fly and achieve high armor and player super-abilities.
If that were what I was using it for, which I'm not.
To even imagine that one should cancel out the other seems odd, but it's definitely the case that Ars's personal enhancements and gear directly overlaps with MPS's enhancements.
Actually, looking at the spell list from Ars Magica I think you do a disservice to Ars Magica by limiting it to only what MPS can do. Also, you're completely dismissing the world gen and mobs Ars introduces which MPS cannot, and should not. Which I find mildly amusing given your prior lament that Shneeky isn't including alternative biomes in his pack (my dirty secret, I use EBXL.)
Besides that, all Ars really has left is its Equivalent Exchange infinite vanilla materials stuff. Yet the still work well together.
Which I will admit, I was hoping would let me drop EE3 since the only reason I have EE3 is Iron->Ender Pearls. I was hoping that Ars would provide that with the fabricator. Unfortunately, it does not. The fabricator can only create any item which has a recipe. It is not, as you said, infinite vanilla materials. But the other, main reason, why Ars is included is
this, and
this. No Mystcraft, no book travel. In my previous world I had Thaumcraft 3 and TF2 Teleporters. I found that TC3 was way too grindy, excessively random and resulting in items which were lackluster by comparison to what I got via other mods on a far better incremental scale. On the flip side I found TF2 Teleporters way too cheap a method of fast travel.
Ars was meant to replace the magic feel of TC3, provide a better mechanic for getting Ender pearls so I could drop EE3, and a better balanced and more interesting method of fast travel around my world so I could replace TF2 Teleporters. The player enhancements are secondary to those goals though, and here's the fun part, if I end up using Ars player enhancements more than MPS I have no compunction with dropping MPS. Because at that point one mod will have replaced 4. A blessing when you update all your mods by hand every few weeks.
But this portion of the discussion is academic at best since it doesn't fit Shneeky's theme so my using Ars is irrelevant.