Damn it. It's as I feared.
"Lost City" is finely crafted Tryhard Autism. "Guardians" is finely crafted Tryhard Autism squared.
Much like "Magic of Grimrock" it introduces a lot of new and cool things, but Magic lacked direction and its campaign primarily acted as a showcase for its additions. Lost City/Guardians however, is painstakingly designed from the ground up with ingenious levels and puzzles and tons of new additions, but ultimately all dancing on a flawed concept: Turning a non-'survival horror'-game into a 'survival horror'-game.
All the new additions of Lost City/Guardians outright demand that more time is spent taking them in, but then that stupid game design decision to have the party on the clock before it starves to death becomes the centerpoint. In "Lost City" there was a simple gem economy that allowed for versatile gameplay, but the outright removal of respawning monsters that dropped food renders most of that moot as players have to constantly be scrounging for food or gems to buy food with. "Guardians" takes this concept to its extreme, there are several economies working together now, but it doesn't change the main problem: There are no respawning monsters that drop food anywhere, and almost all food items now give lesser sustenance, and extra steps need to be taken to even get close to "normal" food-levels of Grimrock, meaning that preventing the party from starving becomes Priority One from the start. Trying to enjoy any of the game's (or mod's) other qualities takes a back seat to this, to the point that it kills all enjoyment that could be on offer.
Due to the many changes these mods introduce, comphresenive documentation is needed to explain the changes. Ha-ha, fuck you, that doesn't exist. Want to learn anything about these mods? Either read forums like the Codex, or use trial and error to experiment. Yes, Trial and Error. In a mod that has the player on the clock, therefore abusing the everloving hell out of the Save/Load-function. That kinda shit could fly 30 years ago because technological limitations didn't always allow for optimal gameplay in games, but there is no excuse for that kind of crap in a mod made and released today. I don't have time for such nonsense, and I shall not waste another second on these mods.
I recognize the brilliance at work here, but I also see the autism in it. I don't care what the author thinks is "perfectly normal" for this mod, because not only does the base game it's running in disagrees vehemently, but so do the many other complex additions of the mod. It's like creating a Grimrock-mod that removes the Light-spell and every damn light source imaginable from the game, and then expects players to have fun in the dark. Inevitably there will be troglodytes out there that would enjoy such a mod, but what about everyone else?
I have a few Grimrock 1-mods saved away because they're good and worth playing. Sadly I have yet to find a single mod for Grimrock 2 worth saving. That includes both of these two mods, I'm afraid.
The search goes on...