Sorry, but pneumaticcrafts power system is the same as RF. You generate pressure (aka RF) in it's burning thingy (aka dynamo) connect the tubes (aka conduits) to say a pressure chamber (aka redstone furnace), once enough pressure has built up, it does something. The only differences are the equalisation of pressure across the system (nothing to major to worry about), and pressure tubes are open at one end, so will drain your pressure when not connected (so you have to build smart).
Perhaps some of you guys would like the top tier conduits to leak their liquid redstone when a conduit doesn't make a connection? Just like PneumaticCrafts pressure tubes?
Anyway, the main issue I have with power systems at the moment is the generation rate. Take in the old days, your BC engines I believe generated 1, 2 or 4 mj/t. Forestry added it's own within this scale, and Railcraft added a new top tier engine that reached the dizzy heights of 8mj/t. You had to build "engine spam" to get a lot of machines running and people are happy. Nowadays some people are not happy that other people are building Dynamo Spam.
Then along came Thermal Expansion with Dynamos, that straight out of the bat in the first version produced the equivalent of 4mj/t (then upgraded to 8mj/t!). Instantly making all those other mods power gen systems seem obsolete by appearing inferior. While I love what KL and team COFH have produced, the dynamo rate is something I strongly disagree with (but I am pleased it's now a config option).
If the community has an issue with the RF API, then it's the community's fault. KL just demonstrates a basic implementation of RF API in TE, and has stated numerous times that it can be designed to be lossy like MJ, but that's down to modders using the API.
The only way to get a more involved, complex, challenging, thought engaging power system is not to scream and yell about how dull RF is, but to come up with a design and demonstrate it. Mobs with placards rarely get anything achieved.