I would like to chime in on this conversation. I do agree with Jammy on 1.7 (1.7.10 to be exact) although there are some great mods in 1.8 and beyond, the 1.7.10 threshold is where you find the majority of the mods. the reason that mods don't make it past 1.7.10 is because Mojang completely restructured how Minecraft was formatted, and in turn turned the modding community on its head, many of the mods you see that do make it to 1.8 and beyond needed to be restructured almost from the ground up. that however is where my opinion stops agreeing with Jammy. for the most part my opinion aligns mostly with Taggrin and most the stuff I would have said has already been said by him. However there is one major red flag for me I want to address to a greater extent: This REALLY bothers me. Mods aside, this shouldn't even be on the table. The ONLY person who should force ANYTHING on someone is oneself, if its by choice (Like how season 2 was set up by my understanding.) then its that person's choice. But if it were set up the way you have been describing it so far, we might as well just roll for positions right now. I do understand what you are saying to an extent, and by what I understand the ideal modpack would be basically where players would each branch out and either work on one mod together or one person working on a smaller mods. However, with what you have given us so far it would not work. I know you talk about TFC like its the bread and butter of all mods and how its so balanced. I mean sure, it might be a fantastic mod, but that might not allure to some people. I can fully understand your desire to prevent people from becoming op and in turn decide to stop playing, but tunneling on one mod isn't going to help your case. There are other mods that can keep people playing even if there are op items in the mod.