Alright, well, me and my two other friends completed Calamity in its entirety (At least, up to version .913), and with that being said, our primary critiques revolve around Supreme Calamitus.
The boss fight is largely disappointing, having defeated Yharon and the Devourer in the days prior. The rest of the bosses in the mod had us leaving the fight saying "That was fun." and "Let's do that again.", while Calamitus and the loot the follows with defeating her do not elicit that same reaction.
Off the bat, for every class that isn't Melee, there's no real point to running Calamitus. The endgame Armor doesn't benefit any other class but Melee, and your highest power spike in terms of weapons actually comes from Yharon (Or in Thrower's case, the Devourer). The fact that Summoner don't even get any weapons of their own, while Thrower only gets copies of Melee weapons, is largely disappointing, even if it didn't effect our playthrough, having one Mage, Melee, and Ranger. Things like having the Dance of Light's initial projectile not go through walls, or having the Soma Prime and Contagion, as well as to an extent, the Megafleet, not even compare to weapons such as the Blissful Bombardier which can be obtained much sooner, really put a damper on the rewarding aspect of finally "beating the game". Essentially speaking, the boss fight and a large portion of the mod in general heavily benefit Melee play over any other class.
I'd personally suggest adding some more incentive for any other class to run this fabled "superboss" we'd been anticipating since the start of the playthrough. As I said, Mage, Thrower, and Summoner gain almost nothing from the boss, while Ranger gets a bunch of weapons with lackluster/pathetic DPS. Separate armor sets would obviously be preferable, but more weapons on the side of those weaker classes are also needed. The general consensus among my friends is that the mod should of had some closure around Yharon.
Besides Calamitus, however, we enjoyed playing through the mod immensely and I personally don't see myself disabling the mod anytime soon, should I choose to once again replay Terraria. Calamity has also, in general, revitalized my optimism in installing Terraria mods, as in the past, the quality of mods (and also, the fun-factor of mods) was extremely lacking across the board. Whether or not Calamity is simply an exception to that, I'll discover in the future.