Oh, so you are not instantly EX-TER-MI-NA-TING UE? Phew. So, my hopes are not broken :3
I will gun it down if it ends up being a problem. So far it hasn't stood out as a particularly bad citizen except in that if you power IC2 storage with it it's way too strong. What's funny is if you power GT machines with it directly... I think Greg is doing more here than he let on, like his own power normalization. I really hope he DOES do this, because one of the most interesting parts of GT that UE can support is this notion of a minium amount of power being available in the network. Greg tries to support this by demanding a mininimum EU packet size, but UE could make this
much more interesting because the network goes to the trouble of monitoring load on the wires.
This is of course, way slower. But it's also a more complex model. UE does penalize you for overloading trunk lines. They were also talking about modeling voltage dip, which would be quite amusing.
And does using vanilla UE copper cable reduce load on server? Oh, wait... That's a Mekanism issue, not Electric Expansion... Wires are from Electric Expansion, right? Now I'm confused... So, issue is not the wires, it's generators, cubes and machines?
Mekanism has "universal power pipes" that handle all types of power. They are unusually slow. UE's native power network is not as optimized as TE's power network, but people claim it is on par with IC2's performance and outperforms some other systems (e.g., I personally got big RP2 power networks to kill a single player server!). As far as I know, the transmission interface between the Mekanism storage and the outside world is far from optimal, but has not stood out in any appreciable way on our server.
A far greater problem we've had is with Dimensional Doors. I had to turn off overworld rift spawning and, most critically, turn off rift spreading. Rift spreading could assassinate the server in a heartbeat if you went into a bad area. Right now we're hunting for reasons why chunk generation is so slow, who's spamming our server console with the number 0 repeatedly, and looking to find some memory leaks. RR is entirely usable for single player play right now, and the server has started to feel pretty good even though I have to restart it every 5-10 hours or so to prevent heapspace errors.
P.S., I start to feel a little uncomfortable talking about my modpack as if it is a product or something. Sorry for doing this... I am ultimately just assembling and configuring mods. But as anyone who's done it for a server environment can tell you it's a lot of work in aggregate.