invar is rather soft vs steel and iron. Aluminum-magnalium-iridium even more so.
Floating Castles. Three iron ingots, on a construction made from four cubic meters of wooden planks (made from a single cubic meter of log) compressed into a one meter space, and two sticks for a pickaxe. Solid diamond pickaxes. Zombies. Generators without a wire coil, or really much of anything in it, except maybe orcish ingenuity...
Matter Fabricators. Infinite energy/water.
Point is, Minecraft, IC2, and even GT are not realistic interpretations of reality, but are rather games intended for enjoyment by doing that which is impossible in the real world. Yes, it draws inspiration from reality, but loosely.
My intention with the tool values are to provide something that is balanced to the amount of effort that the materials require to acquire. Invar is intended to be an upgrade to iron, which requires either cross-mod usage (TE pulverizer) or decently advanced technology to acquire. (The fact that TE adds its own, easier method of acquiring invar made it a little hard to decide on how to balance this against the GT way of getting invar...) Aluminium is a mid-tier material which requires a lot of energy to refine, it is therefore better then iron, but I tried not to make the values TOO over the top, since it can be plentiful once you get a good source of power. Magnalium is more to give more uses to the alloy, and also provides a way to put a little more effort and varied materials into your tools for the reward of lower aluminium costs per tool. Iridium is just supposed to be ridiculous, given its rarity and value.
I actually have considered your point before, and thought about also suggesting alloys be added specifically for tools. Though, if you look at and compare the ways the metals are used in-game it really doesn't make much sense, according to GT's internal logic. Also, they would take up additional and unnecessary item IDs.
Who would make a mod for a mod for a mod?
I would, if I were better at motivating myself.
I might get around to making this myself if no one else wants to do it.
But they are heavily specialized mods, not simple tool mods like the one suggested here!
Well, another important component of this mod is the final sentence of my post, (a doubling or tripling of EU consumption for electric tools) which basically turns this into a rebalance of tools in GT, meant to make durability tools more attractive vs electric ones.
If it's not possible to adjust the EU consumption of electric tools, then this mod doesn't really have much point...