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This mod might help with that in general:
https://steamcommunity.com/sharedfiles/filedetails/?id=2633276599
You can also of course just add a mod and raise difficulty by 1 to "even it out". Most likely a mod will just add power to one or a few systems though, so custom difficulty raises for that system would be more fitting. The only problem would then be something in vanilla getting overshadowed/made obsolete, but your power level can remain similar. A lot of people also like stuff that just add end game purposes like more bionics etc. There are a lot of interesting mods out there that can add fun stuff to the game if you are willing to add some balancing yourself.
I haven't used them, but from reading the descriptions, I think the Vanilla Factions Expanded mods would be a good fit, especially the Mechanoid and Insectoid ones. They seem to make those already considerable factions more difficult, as well as adding other content.
Mods which add disease or illness such as Common Ailments, Diseases+, and Diseases Overhauled. If you add those, I recommend one or more medicine mods such as Medical Supplements to treat those illnesses, albeit at a considerable cost requiring growth of multiple plants and many production lines.
Everything Has Quality adds a quality indicator to everything, though last time I tried to use it, it bugged out trade values, so that may be one to favorite for later (there's a comment on the mod page which might fix it). When you are mid to late-game the quality on everything can give you a boost, but in early game and especially until you have high quality crafters and builders it will make things more difficult because lower quality items are worth less.
Hospitality is a popular mod and will definitely make things more difficult as you have to not only provide accommodations for guests but often food as well, increasing production requirements. If you build a substantial sized hotel, it proves quite difficult to keep fully stocked and everyone entertained. The guests buy items and will pay for rooms depending on the price you set, so it will make you a decent amount of silver depending on how profitable you make it.
Dynamic Diplomacy makes for dynamic relations between factions. Factions become enemies and allies. Allied factions will not aid you in combat against factions they're allied with, and factions will not visit while enemy factions are present on the map (in vanilla AFAIK). This not only makes the game world feel more alive but also forces you to rely on other factions less.
That's all I can come up with right now but if I think of more I will post again.
I haven't found many mods that add content (ie not pure graphics or QoL), feel vanilla, and don't really make the game easier. Looking through my mods list, the only ones I can find that meet those requirements are:
https://steamcommunity.com/sharedfiles/filedetails/?id=1542386771
https://steamcommunity.com/sharedfiles/filedetails/?id=2379076640
https://steamcommunity.com/sharedfiles/filedetails/?id=1573465547
https://steamcommunity.com/sharedfiles/filedetails/?id=753498552
Despite the fact that it does give the player another route to earn some money or get a few "gifts" here and there (random stuffs gifted by the guests after a happy stay) it's not overpowered nor must it necessarily make gameplay easier - The preparation the player has to do in building good guest facilities and ensuring the guest's happiness with their stay can be quite an investment in labor/materials.
What the mod brings to the game is essentially an additional gameplay component or even a new playstyle - Along with just normal Rimworld survival and all that entails, the player also has to focus on setting up and maintaining a hotel/hostel for Visitors. The only downside there is that there isn't a downside should the player actually fail to create good facilities. Well, the "expense" in labor/materials/time dedicated to it would have less returns, but that's about it. No rampaging angry guests will form an assault squad and ask to "speak to the Manager." :)
Keep in mind that guests/Visitors are subject to the same issues as caravan members. They won't enter a dangerous base tile and a member getting their head cut off will definitely leave a bad RimYelp review... Also - They can quarrel within their own group and with others like caravan members/etc, though I haven't seen the latter in a long while. (I play a version or so before the latest.)
There are a few advantages:
Guests with good Skills may help out with Jobs during their stay.
Guests may leave a somewhat random assortment of gifts if they really enjoyed
themselves. Generally, these are "consumable" sorts of items, so they're not likely to leave a rocket launcher... Still, some players do complain that it's "overpowered." (I've never found a handful of joints and a shirt to be "overpowered" considering the investment of labor/material/time spent constructing the facilities. It is nice, though.)
Guests will buy from designated areas, so one can set up a "Store" for them. This can be sort of lucrative in the "twos-and-fews" sense. (A trickle of income is nice.) Again, though, there has to be stuff for them to buy.
"Failure" is an option when trying to create a good guest environment without much in the way of dire consequences. Though, the materials and time one has invested will have fewer returns, there is no "catastrophic failure condition." (Guests from factions that are horrendously dissatisfied will lower Rep with them.)
Note: Building a facility that houses a large number of guests/Visitors and providing for a store where they can buy things is not "easy" to do. One has to understand that what the mod brings is much like having very frequent caravans, except they don't have anything to buy or sell, but may sometimes purchase things from you and could leave some trinkets behind. AND, that is all added to the fact you may have a Raid, just like normal, occur while they're there. Disease could break out, a guest may vomit all over the place, or a social fight could erupt... and then Bugs could pop, just like in "real" Rimworld. :) It has its challenges when combined with normal Rimworld gameplay.
IIRC, the largest facility I've built was for thirty guests in a normal difficulty game. And, that was... very difficult. There were always vacancies, though, so it was never "full." (I "don't even" know what that would have been like.) For a "playthrough" structured around this mod, I'd suggest easier game settings than what may be typical for Rimworld vets. But, for just an "added" gameplay feature like building a bunkhourse with >/= ten beds or so, it's generally fine for normal or slightly harder difficulties. But, it's really a balancing act, there, depending on what one is focusing their playstyle on for that playthrough.
PS: I don't own any of the DLC, so can't speak to any interactions there.
Safejobsworld made your pawns have need to mate and let you have childrens.
I'd recommend Work Tab and RimHUD for mods that improve gameplay drastically without changing almost anything.
https://steamcommunity.com/sharedfiles/filedetails/?id=2314407956
https://steamcommunity.com/sharedfiles/filedetails/?id=1470065926
https://steamcommunity.com/sharedfiles/filedetails/?id=1365242717
https://steamcommunity.com/sharedfiles/filedetails/?id=2607979870
https://steamcommunity.com/sharedfiles/filedetails/?id=2398365712
https://steamcommunity.com/sharedfiles/filedetails/?id=2202185773
https://steamcommunity.com/sharedfiles/filedetails/?id=2365526329
https://steamcommunity.com/sharedfiles/filedetails/?id=1691076769
https://steamcommunity.com/sharedfiles/filedetails/?id=2341486509
https://steamcommunity.com/sharedfiles/filedetails/?id=1180719857
You might want to avoid the "Perfect Pathfinding" mod if you like making large colonies and don't have a strong PC. It could potentially heavily affect your game's performance.