So, in short, don't try and 'get tekkit'. There is no single point to tekkit any more than there is to minecraft. You know by now what you find fun in this game. Just keep doing that in tekkit and I'm sure it will start to make sense.
Discharge
Yeah I kind of get that, but what I mean by getting it is there's kind of an entry point to each mod without which you're just looking at wierd crafting recipies that call for stuff you've never heard of.
IMO the entry for industrialcraft is building the generator-extractor-macerator combination and securing a supply of rubber. Without these the reast of the content will remain inaccessable unless buddies will trade you some of the components. It seems to have a "goal" of building a reactor and/or quantum armor I think.
The entry for railcraft is probably the rolling machine, as without this you just can't make rails. Also boarding rails appear essential as you can't "drive" the minecart the way you can in vanilla. Thankfully the coke oven is optional as clay seems hard to find. Railbeds are tedious to craft but not difficult, you just need lots of wood and a bit of coal. There's a second tier of railcraft that depends on nether items for crafting. I want to try out high speed rails, but I'd need a supply of blaze rods I think.
The entry for EE (banned?) appears to be the Philosopher's stone.
The entry for buildcraft is probably the redstone engine as the most basic power source but if you follow the industrialcraft route you'll probably move sideways into buildcraft via the energy link.
Redpower 2 doesn't seem to have an entry in the same way, though for pneumatic tubes you need at least clay to make the alloy furnace (to make brass), and you're likely to need the transposer and the timer, but for the most part you just need wood, stone and redstone in modest quantities.