Why?
We're not computing in binary 1's and 0's. While we're computing in base 2, ...
There is no such thing as a KiW, any more than you can have a kilogram of mp3, 24-karat cheese, or meter of electric charge. And the KiW/kW has nothing to do with int and long.
Actually, the "Kibi-" prefix, compared to the "Kilo-" prefix, is generic. It has nothing to do with binary numbers, and you can have a Kibi-Watt.
Just as a kilowatt is 1,000 watts, a kibiwatt is 1024 watts.
16,384 watts is 16.384 KW, or 16 KiW
65,536 watts is 65.536 KW or 64 KiW.
You can convert from watts to KW by dividing by 1000.
You convert to KiW by dividng by 1024.
(Sorry, the reference to log2 was in error. For what it's worth, the log2 implementations I've used in the past were integer, and I didn't know if Java's math library had a floating point version or not).
Expressing the power requirements in KiW, and showing power levels in KiW has the benefit of eliminating fractional numbers when power is at the "full"/max level, and most machines basically seem to want that.
The torque is deliberately omitted both to keep the output on one line and to not do all the math for the player. Indeed, I see any player who is unable - not uninterested, but literally unable - to perform that calculation as having failed a basic entry-requirement test.
While playing around with a shaft junction in split mode, and steam engines, I realized that the torque level was very low, and in fact, knocked down to zero the first time around. In the process, I realized that many machines do care about their torque input, and that having that information readily available was useful.
In other words, it's not a case of "unable to", it's a case of "I don't do long division or use slide rules anymore". That's not failing a basic test, that's the reality of dirt-cheap decent calculators. You are deliberately handicapping a tool that is supposed to be used to help debug setup errors.