Thank you all.
@LiELF: Those two other mods you mentioned don't need an update.
Fortunately I've done this long enough to know which mods are most likely to break and reading @luthienrising 's wonderful list also helps me a lot in what mods to expect to be broken. This patch broke a lot of mods, but mostly script mods. I didn't expect the pack doing changes to life stages, but once I noticed I knew which of my mods would be affected. One advantage of keeping mods as small as possible and non-script is that they aren't so prone to breaking.
While I don't have the pack, I watched a video on the Crystal Creation effects and I am fairly sure that these don't break mods because they should all be tied to new tuning. In fact I could have modded almost all of them by myself as I have used very similar tuning for my traitoverhaul mod (though much more subtle and not solely positive effects).
I will have to check my moreplopsyoffers as that one might clash with the new pack, and generally go through all of my mods one by one in order to check whether they're still fine, but I doubt that there will be many more that need an update.
There might even be no more than these four. Normally I use patch days to roll out new features for my mods on the occasion, but this time I had just done a larger update on the weekend before the patch (when all was still well).
Btw, grableftoverfix is not obsolete as it also tweaks the leftovers choices for the junkfoodfan and healthnut lifestyle as well as for the Fame quirk that makes Sims only enjoy high quality food.