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Never used any myself.
Maybe the mod that fixes the tutorials?
Even KER isn't really important anymore, since most of the information is available in the vanilla game. I would start without it these days.
"Docking Port Alignment Indicator" might be handy, but best to learn without it first.
Most mods are there to enhance the game and not to improve it. So everyone has to decide for himself what he wants.
Do note that almost all my playtime comes from career mode,so a lot of my mods are career-related,but here are some of my recommendations that don't change gameplay much
1. Trajectories
2. [X] Science!
3. LightsOut Relit
4. StageRecovery
5. ScienceAlert ReAlerted
If you dislike the artstyle,you may want to try "ReStock" which redesigns almost every part in the game and adds few of it's own,personally I don't like the look it's going with
For more gameplay heavy mods:
1. Strategia
2. "Near Future" mod series in general
3. "Probes before crew" tech tree (which is better than vanilla tenfold)
At the end you'll have sort of a "The Expanse" universe and it takes more than a weekend of play to get there.
That being said: KER was mentioned and it is one of my essential mods now, with its resolution to a degree the stock game can't match BUT it IS overwhelming, the amount of information it offers, and it can be confusing until you learn on the stock game what all the numbers mean.
All that aside:
Some of my must-have mods now are:
Kerbal Alarm Clock (with features not found in the stock alarm clock)
KER
SCANSat (send up satelites with scanners to create hi-res maps of the bodies. Useful when planning missions and especially when planning landings and base locations)
RemoteTech (the automatation of various actions and the rover auto-pilot are godsend)
This post is old. Its 100% gonna get locked by a mod.