BC has basic automation and power generation, based on engines, which are different from EU generators and fits some players style. TE uses its energy network.
Don't forget the Filler and the Builder. These two are the only things, which are really unique for Buildcraft.
FZ has high-range lightning system (wrath lamps) and cheap item storage (barrels), keeping it alive, for now. Soon other mods will replace them, like GT already did with the barrel.
Who uses Factoryzation at all? It's useless, and the Wrath Lamps are only something decorative.
MFR has big-scale, cheap farms that accepts all three most popular energy (EU, MJ, J), making it a good alternative to automate farms, although it is a bit OP.
MFR has the Problem that some Concepts are very close to the very overpowered Mods. Creating Mobs out of other Mobs is one of these Soulshard alike Features, which can easyly be exploited by just attaching a vanilla Spawner to it, or by using the many Slimes other Mods add.
If Rotarycraft (RC is the acronym for RailCraft already) has no new feature, it will die anytime just like Factorization is going to.
I agree on that one.
GT machines could theorically run on any power source, given upgrades.
EU by default
MJ with pneumatic upgrade
Steam with Steam Engine
J with default energy converter (UE has it by default and GT included, but it is buggy atm)
PS: If you intend to make your mod work along GT, DO make a set of recipes based on it, by config, as the majority of GT users dislike cheap OP stuff.
UE Energy is actually working properly, Cub just didn't reenable it after it was broken a few Months ago. And UE Energy doesn't even need an Upgrade to work as it is electricity.
Also I dont nerf that many things of other Mods than IC²
Buildcraft: Just the Quarry Recipe to contain Diamond Drill. That is very logical as how would the Quarry drill the Blocks away without a Drill?
Forestry: Just the Bronze Recipe. Nothing else.
Universal Electricity: Changed the Plate Crafting Recipes to use Plate Bender (and even Hammer in the later releases). Also added automated Blast Furnace requirement for Steel (and some other Metals, while I was at it) after seeing the way how UE gets its Steel.
Buildcraft: Added Config so that people can disable the BC Pump if they want. The Pump is still enabled per default.
Redpower: Added Config so that people can change the Recipe of the Blockbreaker to be more expensive. The Blockbreaker keeps its normal Recipe per default.
These are the only nerfs I have made to other Mods than IC², and you people still think I nerf every single Mod. Look at that, it's just three things I nerf per default and you people complain about me nerfing all of the Mods? This is ridiculous!