What is the goal of this modpack?
Enhance the Combat System
Currently the current system that exists is very 1 dimensional and unrewarding. Mods that help with this endeavor are better combat, simply swords, and Iron's Spells & Spellbooks.
Avoid Oversaturation
Many packs put mods in them just to have more mods and variety. But this variety is very superficial. I would wager a guess that many players don't even use half of the mods or even a quarter in the time they play. Moreover, a lot of mods are redundant with the items and/or mechanics they provide. You'll notice the only option for a lot of automation is create.
Horizontal Progression
Make the power ceiling of items similar to the base game, if not, only a little bit higher. The only progression is horizontal progression if it goes beyond the base game. This will help solve the issue of "falling behind" that many players would feel. While things may need to be balanced over time, nothing should be vastly different than the DPS of a netherite sword enchanted with Sharp V.
Accentuate Current Features
The key word is Accentuate. If the mod simply makes a feature of the base game easier without adding its own complexities then it should not be added. Mods like Valkyrien Skies + Clockwork accentuate travel but don't make it useless like a portal would.
Reward Exploration
Give unique rewards to players that choose to explore, not everything is craftable. Furthermore, mining should remain unable to be automated easily, it still can be but no autominers that are super simple and generate ores out of thin air. Alex's Caves, Yung's mods, even Iron's Spells & Spellbooks highly reward exploration.
Shake-Up Current Gameplay Loops
Use mods like Origins to change up how the player survives, interacts, explores, fights, etc. But make sure the player can easily change their choice to allow experimentation. However, make this system mandatory to prevent players from opting out entirely. You can let the player choose the degree of change they want but it won't be nothing. You might notice as I'm still designing more origins that human is still an option as of the time of writing this. I don't want to accidentally lock someone into a gameplay loop that isn't fun while there isn't many choices. Besides that, each origin was specifically designed (or edited) for this pack.
What if there's something that doesn't follow this goal?
Well firstly, mention it. But, usually it's because I haven't thought of it or haven't gotten to balancing that part of the modpack yet.

