To be completely honest, I feel the modpack had a lot of wasted potential.
The modpack was oddly similar to Sky Odyssey and the sorts for me, but its not in the sky. The thing I don’t like about Sky Odyssey is how much of a crafting simulator it was. There was no real challenge to automation like what Sky Alchemy proposed, and you had so much EMC it got ridiculous very quickly.
A Job for the Mage for me was better than both the Sky Odyssey series and the Sky Alchemy series. It contained a large variety of mods and serves as an easy into to anyone who have never been to these dimensions or played around with the endgame stuff. Regardless, I feel like the pack could have done better, as ThomasDerps said, if it had incorporated unusual or unique mechanics in its progression to prevent it from becoming a mad boss rush.
The modpack succeeded for me because it basically forced players to visit all the dimensions and explore them, something that orian34 showed off really well on his article. But the modpack failed for me when they merely asked players to complete certain tasks in those dimensions rather than really go in depth with the mod.
If I were to remake the progression, I would make it so that the player needed to gather a large selection of materials from each dimension. That way the player has some motivation to understand how the mechanics of those dimensions work and have an opportunity to try it out for themselves. Needing only a few copies of the item but a large number of different items encourages players to get the best tools in that dimension, as well as the best infrastructure in that dimension. I feel like this could have greatly slowed down the absurdly fast paced modpack to change it into more of a learning experience rather than a speed running experience.