Tectonic breaks Alex's Caves' generation.
Alex's Caves biomes are placed by depth, so how far below the surface a spot is. The huge open caverns inside the biomes are actually structures, and each one always starts at a fixed height, around y −50 to y 30.
Tectonic makes land terrain much taller. so since the biomes follow the surface, they get moved up with it, and they end up sitting too high to reach the heights where their cave structures start. And when a biome shows up, its custom caves dont generate inside it, so you just get tectonic’s normal caves with an Alex’s Caves biome name.
How it's fixed is by increasing each biome’s maximum depth so it extends down to bedrock so they end up where they're supposed to.
For the abyssal chasms, it needs to be adjusted based on the ocean depth set by tectonic. it expects the vanilla sea floor height to place its chasms so that also needed to be adjusted.
Also, if you're using a mod like "structure essentials" to prevent structure overlap, it's going to mess with alex caves structures because these structures are meant to overlap. Disable the "minimumStructureDistance" setting for Structure Essentials mod if you're using it (i haven't fully tested this part but from what i could see, my structures were spawning in walls with this option turned on).
Config Changes:
Here's what i changed for my configs in the "alexscaves_biome_generation" folder.
For all the caves except abyssal chasms, change the 2nd value of depth to 3.0 and leave the first number as it is, so primordial caves for example would go from [0.15, 1.5] to [0.15, 3.0]
for abyssal chasms,
change the depth from [0.2, 1.5] to [0.1, 3.0]
these values are tied to tectonic's default config value for deep ocean depth at -0.45, so they may need to be adjusted if you change this value.
Here are a couple comparisons of the same cave with the same seed, with and without the config changes.


Some more examples:

