I mean... time/weather and spawn rate control are both pretty huge -- they're some of the things I prioritize when playing mods that offer the functionality (to a greater degree than vanilla's half-arsed/clumsy means, anyway). Being able to flip up and down the difficulties is also pretty darn nice. As is placement range (especially with the new chest traps
). It's more than just dupe and research, and the research gives you progression without having to plink away at ores tile by tile for small forevers (it took me a good bit longer than 5 minutes to go straight to gold, by the by -- you need a hundred ore to complete research, which still takes a while to get to, especially if you're doing master).
Basically it's... pretty nice. If you don't want to use the duping, you can just... not. And enjoy the added functionality of the rest of it. No clue of you can selectively limit which powers are accessible in a multiplayer journey map, though.
Still, QoL (remembering that none of this shit works with the new version yet), definitely magic storage, definitely auto-trash, definitely recipe browser. Maybe brighter torches, maybe fishing mods (more/better rods, nixing or reducing the quest timer), maybe some of the utility NPCs (buying potions, critters, rare enemy summoning, etc.), probably max stack increase, maybe omniswing (i.e. auto-swing on everything), maybe no tombs and/or shorter respawn timer, start with base if you do decide to go with content mods and their buckets of new tiles and whatnot to play with, maybe one of the alchemy mods or whatever they are makes it easy to swap between stuff like lead and iron. Vein miner might be a step too far for you (I think it can get you kitted out in full gold faster than journey mode can, if you really push it, heh) but I'd seriously recommend it anyway just because it mostly removes the bloody tedium of digging out ore patches.
Don't expect a map editor that works with the new version particularly soon, tho'. Probably take at least a couple weeks or something.