I maybe would have made them dependencies if I was re-writing this from scratch as its own mod. Originally this was part of a much larger modpack I'm working on, but I decided to split out all the Fulgora stuff into its own mod since it was self-contained. Also because I'm removing most of the content of that mod (6 machines down to 2, etc) and making a lot of changes like recipes, no batteries in vehicles, no planned integration with other mods.
For my modpack I don't think there's any good way to distribute specific versions of dependency mods with the modpack unless I want to put a sketchy zipfile on dropbox or something. So if I have a hundred dependencies then every time one of them changes something I need to figure out exactly what they changed and un-change it in my modpack. That said my modpack currently has many dependencies (like LordMiguel's agriculture mods and Adamo's petrochem mods) that I'm also modifying a lot, so I'm not sure if I should do the same with those or keep them as dependencies.