Oh we put it on one of our more difficult dedi's, but have a number of QoL mods on it so the only real struggle is fighting the zombies.
A short list of the mods is Allocs, CPM, increased stack sizes, more shape selection, quicker crafting, custom buffs for donors, trees respawn & less seeds, custom materials and blocks, increased bloodmoons, Snufkin's zeds plus and vehicles, starter quests and progression changes, and some custom UI mods for server displays. All told we were looking at 51 mods, and it was at the point where if we had more than 3 or 4 people on the server the server FPS went from a reasonable 40 to an abysmal 4. Had 9 people on for a bloodmoon, and saw the server actually go below 1FPS for the first time in 7 years.
Did some testing, and found that when we got over 45 mods, that's when the performance started to go downhill. So I pulled an all-nighter and started merging. The largest crutch I noticed was the sheer size of the localization files. I honestly think that is where it was killing the server, and it probably has to do with the way the dedi client loads the mods into memory. Once I patched together the all-in-one, things were peachy again. (Though the change ended up resetting progression because the mod loaded differently, even though there was no actual change to the code being modified in progression. Annoying, but it was an early change so the players didn't lose much at all.)