That is something I was going to ask - about overlap with Adventurecraft - before finding this post. But, could this be elaborated on?
A sentence which used to be part of the description to P&F, was it differed from Wanderer and Adventurecraft in that much of it was more civilian profession oriented.
What this means is Wanderer and Adventurercraft would appear to adhere to the classic idea of adventuring: go on quests, slay beasts, and craft things to help you along the way. P&F wants to give the player the option to center their gameplay around noncombat activity and to experience better quality of life.
While you can't ovoid shorthand and abstraction in crafting, the addition of giving each profession tools instead of a workshop, approximates the interactivity weapons and armour have for the martially inclined, and results in a bit more detail to the crafting process.
When it comes to quality of life, you improve it by adding smaller experiences, which in this case would be consumption items like food. It hopefully adds more flavor and color to an Adventure Mode run.
While your adventurer can eat raw meat and found vegetation, living that pure dúnedain Paleolithic/Ketogenic lifestyle where bodyfat %'s are on the single digit border, the hobbit in everyone sometimes needs to carb up and do it with jam.
If someone has tried using this alongside Adventurecraft: How much do they conflict? How difficult might it be to get them to work together?
To integrate two mods, you'd need to look at both and decide if they could be blended together. It's been a while since I'd looked at either Wanderer or Adventurecraft. The last 2 versions of P&F have been a bit unfriendlier when it comes to easy melding due to the food reactions.
(BTW: I am glad that you made your Animal Pack Add-on as a separate add-on/download. Though, I wish you'd be more specific about what it does and what changes it makes. Without knowing what it does, I'm not tempted to use it.)
The animals in the pack add-on vary from having bite/strike/dodge skills at level 3 (competent), level 4 (skilled), or level 6 (talented like a night troll). They don't have a night troll's speed or level 6 melee skill, so they aren't nearly as dangerous. As is mentioned on the first page, the add-on is best for players who do slow travel runs. You can have your level 1 peasant intelligently spy such a critter and avoid it in slow travel, whereas the common fast travel mode of play might have your new character walk over a world map tile and trigger an ambush with a bitey pack of wolves that a level 1 won't be able to handle.