Also, the animation on the air compressor is purely clientside and visual; it has no effect on the power supply, nor could it.
The piston animation is purely clientside on Buildcraft engines as well, but they do run an internal timer and logic that starts at the same time that the engine animation does, and that governs the energy output. It's just a constant loop of "get current buffer status -> determine ticks to wait according to buffer status -> wait determined number of ticks -> output for one tick up to burst output limit if buffer has enough and destination accepts enough -> get current buffer status -> ...". Many of the original Buildcraft engines had very fixed engine states (blue, green, yellow, red) where the animation of the piston was exactly the same as the internal counter (and thus the engine only knew four speeds), but in more recent times, CovertJaguar introduced a gradual speed curve. You can see this in Railcraft's steam engines: the piston speed and animation is still fixed to the four engine states, but internally the output ticks are completely desynced from the animation. Comparing the GUI to the engine animation easily lets you see this. Last I checked Buildcraft's combustion engine also shifted to this behavior while CJ was maintaining it.
And the pressure mechanic is there for realism. An electric generator would at worst melt if overloaded. An air compressor will detonate.
As for the pressure, if you want to keep it, the peak point could be more suitably aligned with the power output achievable with one of your engines (such a 1 MW or 2 MW or even 67 MW, but not 1.32 MW). The handbook should help the player figure out where the explosion limit lies in relation to either input or output power, as the player cannot figure it out from the pressure metric alone (for reasons explained previously). Additionally, there's balance considerations to be made in comparison to the other converters. The compressor is clearly not competitive with any of the other options even if you completely ignore the explosion hazard. It makes no sense to say "I am letting you convert all the power you'll ever need from my mod to all these others with just a single plug-and-play block! Except for that mod over there, where you'll need 52 of them plus a giant mountain of shaft junctions or shaft power buses and an engineering degree to handle even one of my top tier engines."
Also, it is my opinion that an air compressor would not detonate, but rather it would blow a valve and vent the excess pressure (possibly not even stopping its work). At least if it was constructed by an even remotely sane engineer
Some failure modes are inherently problematic and cannot be engineered around, such as "idiot kept the engine on without cooling", but "idiot caused too much pressure inside a pressure vessel" is definitely not one of them. Pressure valves have been around for hundreds of years. In Minecraft modding, Railcraft steam engines and boilers are doing it, for example, as are Forestry's engines. You can still violently destroy a Railcraft boiler if you pump cold water into a dry and 1000°C hot boiler, but that's a failure mode you can't engineer around, and therefore its presence makes perfect sense.
Please tell me a mod, which does everything TE3 does preferably with same quality or better.
Pointless question - since that matter is subjective, nothing he can answer will actually sway your opinion.