Erm, no...
Since the age of SpaceToad, Buildcraft has missed no opportunity to teach us that the worst possible thing you can have is a constantly running engine. Whether they explode themselves (hello combustion engines!), or blow up the connected pipes, or run out of fuel whenever you aren't looking (hello stirling engines!), or shut themselves off from overproduction and have you return to an out-of-power machine room anyway, or simply lag the game to death (hello Redstone engines!), there never existed any compelling reason (and much less the tools necessary) to run engines around the clock regardless of workload. The one moment in time at which most of these factors were mitigated was, ironically, the introduction of Thermal Expansion's conduits, which handily ignored everything that made Buildcraft power aggravating to automate at the time. Things have gotten better in some respects since then, but even today, the only way to absolutely guarantee having power whenever you need it, without having to worry about your engines or your pipes or your fuel supply, is an on-demand system regulated by gates. Which by definition is
not running 24/7.
Or well, I suppose you could do a Railcraft steam boiler + engines with Thermal Expansion conduits and some kind of questionable cross-mod infinite fuel loop, but none of that even involves Buildcraft beyond incidentally using the same unit of energy.
Constantly running engines may be an ideal you aim to achieve with Buildcraft, but it never was and still is not the optimal way of doing things.