Question, if they will be gone in the next version of the modpack, what is replacing them? It's already difficult enough in IC2 to make their own energy storage units, but if there isn't a suitable replacement to craft for buffering EU for GregTech to use or a means to power it from another source, what's the point of playing the modpack?
From what I've seen of the energy system in this modpack, it seems transporting it around long distances is disabled. That's not necessarily a good thing, especially if it's very difficult to get energy around from one place to another. What I've seen of GregTech ore veins means you want to quarry somewhere away from your base so there isn't an ugly hole to bedrock outside your front door. This inevitably means transportation of power to run a quarry. The generation seems to be RF-based or EU-based, with few cross-mod interactions between the two.
I get that you're trying to make it as difficult as possible to power GregTech machines, and nerf anything that looks too easy or cheap, but last I looked at the default MFSU recipe, it seemed rather much like the original MFSU recipe, with little or no changes apart from what GregTech already modifies. Most of the useful IC2 machines or storage devices in this modpack - the ones that aren't disabled - could use some degree of recipe tweaking to further integrate them into GregTech, or at the very least brought them more into line with the GregTech equivalents they are going to get paired up with for power conversion. Lapotron crystals, for instance, can be crafted in a standard crafting bench even though most of the components required have to be made by using certain GregTech machines.
Some people will just go to whatever lengths it takes to get a power source to somewhere. I personally think you should have made power easier to transport around, so I don't understand why you go nerfing EU power sources so heavily. There's plenty of recipes to busy oneself with in this modpack, to get a lot of the higher GregTech machines will require a lot of GregTech infrastructure anyway. GregTech has never really been known for being a fast mod, at least not in the manner in which it is configured in this modpack, at any rate.
I would like something that has high difficulty, but only if it's relatively clear which path one has to follow. If it is blocked by too many obstacles I may have to throw this modpack into the 'too hard' bin and give up. No use being a damn fool, as the saying goes.
I do, however, enjoy challenging problems, if you can find a middle ground that doesn't seem too overzealous I would strongly recommend going with that.
Cheers ...
BrickVoid