That sounds rad! I'm glad to hear that work is starting to let up. I've been bouncing a few ideas off of a close friend on Discord and have been looking at learning lua, so this is in really early stages,
Essentially, the modpack I'm picturing is logistics-focused. I want to introduce lots of new TYPES of transport, each that have their own use cases and drawbacks, such that the engineer is incentivized to use as many interconnected systems as possible. However, I want to avoid things that just feel like more content for the sake of more content, like faster assemblers or modules, or Bob's Umpteenth Belt that transports a million items a second. Or things that reduce the challenge of the game, like LTN. One line of transport I'm thinking to include would be Cargo Ships, and make it so oil is only accessible via oil rigs, incentivizing the player to use this system. Transport Drones, Mining Drones, train tools like Automatic Coupling System, Do Robots Build Automatic Trains, etc.
I'm a really really big fan of trains, and so here are the unique concepts that I'm actually thinking of learning to code for:
Applications of Electromagnetism:
Magnetic Locomotive that are moved using Electromagnets in the ground. The Electromagnets would likely have built-in solenoids to convert electric energy to magnetic force. This means that the train's acceleration and braking force would by dynamic, based on the strength of the gravitational force in the track. This type of train would be incredibly efficient in interconnected (cityblock) train networks, in which a lot of throughput is lost due to stopping and starting. However, it would have a lower top speed to compensate, making it inefficient for long-distance travel. The cables connecting power to solenoids/transformers would have to be insulated to prevent magnetic interference, as would circuit wires, so I was thinking that they could be insulated with Teflon, as it could share ingredients with your Hydrocarbons mod. I was also throwing around the idea of Bulk Magnetic Unloaders, which would use assets from the Bulk Rail Loader mod, and would be able to use a large magnet to very quickly unload robust resources like metal plates, but would damage more delicate items like circuits and wires. The highest-quality electromagnets would have increased power consumption and be made from Neodymium, an ultra-rare metal that has to be made into a metal alloy.
Gravitational Force, Strong Nuclear Force:
Highspeed Particle Collider - a super-lategame building (whose crafting recipe might steal the Singularity from the Power Armor Mk3 mod) that can create certain rare particles. Namely, it makes antimatter, which can be used to make Bullet Locomotives and Antigrav Wagons. Bullet Locomotives take a LONG time to accelerate/brake, but they have a very high top speed (or maybe none at all), making them incredibly efficient for long-distance resource-gathering and outpost travel. Antigrav Wagons' weight would be dynamic - inversely proportional to how fast they're travelling, meaning that, at really fast speeds, they weigh almost nothing. Also, I figured they could run on Frictionless Track, which could share the Teflon ingredient as it is near-frictionless.
In terms of the Weak Nuclear Force, I feel that's already covered pretty well by your Nuclear mod, but I would be really interested in Fission as an energy source, maybe to bridge the gap between MOX power and an Antimatter Drive. I think it goes without saying that all of this stuff would need a LOT of power.
Keep in mind that this isn't super-duper thought out yet, and please feel free to tear apart any ideas that you think would be incredibly difficult / unreasonable to implement / adjust gameplay cycle. Thanks so much for taking the time to read/respond!