Actually, Golrith, this would buff solars, at least, solars as they exist within IC2 as-is with no addons. Right now, one of the problems with the 1EU/t generators, is lost EU per packet. The hit is extremely large when you have multiple 1EU/t, but comparatively very small if you are generating a single 32EU/t packet. Compact Solars HV Solars already take 512 normal Solars to craft, your idea would make them just space savers, rather than complete upgrades. You could just have massive solar flowers...
And Chocorate, the two approaches to solar power are different... In RL you have photovoltaic cells, which is what IC2 and RP based it's solars on, and then you have Steam Turbine solars, which is the Factorization approach. Photovoltaic cells are more costly, and generate less energy, compared to the steam turbine solars, which use giant reflective focusing mirrors to concentrate the sun's energy into a beam that heats up the water tank, turning it into steam...
Which is why both IC2 and RP Solar's generate so little energy, but the Factorization one is able to power multiple machines all by itself. It's not just balance stuff, but makes sense from a RL point of view. One is for domestic use, mostly, and the other is industrial scale. OFC, factorization made the mirrors into small mirrors, and the solar turbine into a single block, when in fact, in RL these steam towers go up hundreds of feet in the air, and the mirrors are enormous, and there are maybe thousands of them. A completely realistic approach would be to require a big solar tower with the turbine on top, with varied power output based on size and number of surrounding mirrors. Another kind of solar in RL uses heat difference between air to move turbines, and it's a very neat and pretty innovative idea. A giant glass greenhouse traps the air, which is heated by the sun, and forced to go up the central tower, spinning the blades of the turbine. Pretty neat.
There's all kinds of crazy energy generation that mods could draw inspiration from, like this:
http://www.ecochunk.com/6762/2013/0...-renewable-energy-using-whirlwinds/#more-6762
Massive energy generation in deserts, where there's a lot of heat difference between ground and air, but close to zero power on other biomes. Biome specific generators = Neat idea.
Like these
http://www.vortexhydroenergy.com/ -> Only works in Ocean biomes, due to working off of ocean currents and resulting water vortexes.
Another wind vortex generator:
http://vortexengine.ca/AVE_Designs.shtml
They all use relatively similar principles, but work in different conditions. Would make for a nice renewable intermediary power source, similar to Geothermals in output, but requiring more resources and specific conditions to set up.
Well, for GT, obviously the next step up from Fusion Reactors is, of course, Antimatter Reactors, requiring an input of UU-Matter plus a massive energy influx to kickstart the process, and unlock what is basically unlimited energy. What to do with it? I have absolutely no idea. But this should be the real endgame project for GT, reward your efforts with infinite energy. (OFC, real antimatter reactions have an efficiency that's incredibly close, but not quite 100%).