I have a whole laundry list of ideas in my head, mostly around emphasizing Botania's uniqueness, making it more engaging, or updating its presentation to the current "standards" of big minecraft mods. The issue is that these go waaaaayyy beyond the scope of maintenance, and as a person with little spare time myself, i can't expect others to invest theirs, just to indulge my lofty whims.
I adore :Botania, but one of the core issues I see is that it's very (potentially) powerful. So much so, that probably one of the design principles was "You could automate anything from Vanilla or Botania with this alone."
For the sake of that ability, there are a few mechanisms I'd consider "OP", because the solutions they provide are very simple, powerful, and repetitive. F.e. atm Alchemical Catalysts and Conjuration Catalysts act as a "catch-all", kinda boring solution for a bunch of different automation problems, all of which could pose their own challenges.
Another example would be how so many different Farms/contraptions boil down to some variation on [Hopperhock + Rannuncarpus + Bore Lens], which speaks volumes of the disproportionate power of these components.
If the intention is to get players engaged with a broader selection of the content Botania has to offer, adressing these incentive structures seems to be the only way i.m.o.
An example for an easy feature/fix though: Spider Eyes need to be able to be automated
They're needed for the Autumn rune. Why would this be one of the very few manual components, when one of the official challenges is literally to automate everything around a Runic Altar?
A quick solution could be to change the Heisei Dream, so mobs killed by other mobs drop player drops.
Would solve the same issue with Blaze Rods/Powder, if the player isn't on GoG