right, ill start up a new game and begin compiling a list of anything I find, the biggest ones so far tho is still Electricity tech of course, as it is its own catch 22. and Railroad tech, seeing how long you would be in APM at the start it would make perfect sense to get Railroad tech as if you run out of coal then you are screwed, but right now Railroad equipment still requires materials from much later on and past Electricity such as Titanium and Duralium.
ill try to do this in 2 stages of searching, 1st would be everything in APM itself before researching Electricity, to see what hiccups there are that would prevent you from moving forward. then 2nd would be after researching Electricity (by using cheat mode to get the right science pack for it) to see how well the APM materials and equipment mesh with the other mods, I get the feeling that possibly the variations of the same materials may cause problems but ill find out.
The Mod set ill be using for testing will be: Py Mods, Angels, Bobs, AAI, Bio Industries, Mad Clowns, and Deadlocks (stacking beltboxes, compact loaders, and crating machines. while these are not compatible with APM or Bio Industries materials they are compatible with everything else and are extremely helpful over long distance with belts)