The lack of documentation guidance in the early stages makes it difficult to attract new players unless they find a community, which is also why GT6 is not as popular as GT5U. Given that the game mechanics of Minecraft itself limit the presentation of tutorials within the game, it is difficult to fundamentally solve this problem.
Another issue with GT6 is that the distribution of content at different stages is not balanced, resulting in sometimes being overwhelmed by a crucial thing, while at other times not knowing what to do. After understanding the complex crucible mechanism in the early stages of the power era, during the time from the first dynamo to the first circuit board, you had to prepare too many things: including smelting a large amount of stainless steel to manufacture the first distillation tower, cracking to obtain ethylene/propylene, and then using your first electrolyzer to electrolyze saltwater, or using hydrochloric acid and MnO2 to react to obtain chlorine gas to produce titanium tetrachloride to manufacture plastics, and using a smelter to melt monazite to obtain helium/centrifuging a large amount of endstone to obtain helium/drying biotite to obtain argon, to obtain the rare gas of the first crystalline single crystal silicon. Either method is very troublesome.
And after that, for a long time, the key material was only aluminum, and aluminum was prone to overcapacity. In the future, the key product will only be crystal processors. For a long time, the main focus has been on expanding production capacity and improving production efficiency, which can easily lead to a lack of direction and goals. Until the bedrock drilling and fusion reactor are started, there will be a serious overcapacity situation in the lategame, and there will be a lack of corresponding consumption methods. After the production of vibranium, there will be a lack of other uses besides aneutron fusion cells, which will make the lategame boring.
Given that it is no longer realistic to significantly modify the early stage techtree, I believe that adding more accessible tutorials and enriching the post game content is feasible to optimize the current GT6 gaming experience. For example, using achievement systems to let players know what they should do next, rather than being confused by millions of NEI recipes. Add some more interesting game mechanics in the lategame to avoid boredom and try not to affect the original content (I think the reactor may be considered, but currently, there are still many problems with the reactor, such as difficulty in automation in pure GT6 situations and often resulting in excessive power generation and waste). Add more unique uses to many post production materials rather than just making them do the same thing as low-level materials or just slightly better (high-level materials mean they are difficult to damage, which leads to not using a lot of tools in production). I know GT6U has tried to do these things, but due to its close relationship with TerraFirma: Rescue modpack, it is not suitable for solo play and has not been updated for a long time. Many things have not been completed, and some mechanisms are also considered unreasonable. I have put forward many good suggestions before, but unfortunately they have not been implemented. It must be said that this is a pity.