I can't help but agree with CanVox's and the Technic Team's sentiment with regards to removing IC2 and, to a lesser extent, RP. I've been plowing through every mod in the Tekkit Lite pack for a YouTube series I'm 36 episodes into, and I seem to get the most bogged-down in these two mods (haven't touched Steve's Carts or Factorization yet, though, so we'll see if the trend holds up). All of the machines in IC2 have been rendered obsolete by Thermal Expansion; the myriad (and obtusely expensive) armor replaced by Powersuits. With the other mods' answers to Red Alloy, RP's greatest asset was rendered useless.
Let's not forget the buggy Luminators, the easily-messed-up wiring, tiered power system, and the needlessly-complicated farming for minimal return (8-second coffee buff, anyone?) and I'm becoming more and more glad, episode by episode, that IC2 has been eliminated and, when I move onward to Tekkit, I'll only need to worry over one sort of power, and once I have a steady source (Nether-Magmatics matched with Tesseracts, probably) I won't for a second miss the pricey solar arrays, the useless windmills, or Hops and time-consuming brewing.
Granted, there are a few small things I may miss at first (but will likely get over once in space):
The Redpower Handsaw and Micro blocks
Overclocker upgrades
Ridiculously blast-resistant Construction Foam
The Painter
Volcanoes, Basalt and Marble
Granted, I haven't worked much with the new Tekkit, so some of these may have been replaced already.
I'll admit that IC2 was my first power source back when Tekkit Classic was just Tekkit and EE2 was just sanctioned cheating. But just because it was first doesn't make it best.
And regarding beekeeping and tree breeding: the Yogscast has spent entirely too much time on those mods in their series for my tastes. No more unnecessarily complicated mods, please. I like where the new Tekkit is going, and may yet take my vacation on the moon.