I guess I will have to try building it. I suspect this does not work even a little bit because the "power requested" signal and subsequent redstone updates will propagate to the engines faster than power can feed through the BC network to satisfy it.
No I appreciate that. I just do not think the proposed build will work for a network of reasonable size.
I've tested the system quite extensively and it works beautifully for shutting down unneeded engines. It maintains only those engines needed to meet the current power demands. Yes idle engines will turn on for a few seconds every once in a while to top off the buffer in the wooden pipe, but that's ok. Admittedly Combustion Engines are not the most responsive engines I know, but this works equally well with most other types of engines. It even makes sense to use the new triggers on RC Steam Engines, because by turning off the Engine you reduce the Steam usage. Steam that can then be used elsewhere, either to sent to a Turbine, stored in a Tank or to charge Steam Traps.
And you asked for a PLAN, well the PLAN is simply to make Buildcraft Power sufficiently different from IC2 power that it must be approached with a completely different mindset. Power is ephemeral, you either use it, or loose it. Building logic into localized power nets is encouraged. No work for your machines at the moment? Shut off the engines using gates and pipe wire. If intricate logic isn't your cup of tea, over engineering your power plant is also a viable option if you don't mind a little waste. And if you are somewhere in the middle, you can use the Power Requested triggers for a dynamic system that responds to demand and is less wasteful than running all the time, but more wasteful than shutting off the engines entirely. Personally, the fact that you actually have to think about which approach best fits your playstyle is amazing. As opposed to IC2 power which is basically "one size fits all" and boils down to: build generators, build machines, if power needed less than power available, build storage (repeat).