I didn't vote in that poll and didn't post.
I think don't think RF can be any more nuanced then it is, you could add lossy cables and explosions but that's about as nuanced as I can see it get. Frankly too much attention gets payed to generation and usage when it come to power systems. Hence why I am looking more at RotaryCraft now, it's nuance is in transmission and handling gear ratios to get a desired outcome. If you think about it RotaryCrafts power generation or should I call say how it simulates the generation of "work" is really simple, simple as TE, BC and IC2. You simply make an engine, fuel it and turn it on then work comes out. It's when the machines have specific requirements that gets you, if you have played with RoC you get to a point where you are browsing the engines page to decide what engine you are going to run a machine with only to realize "there's no fucking engine that will run this?!" Then you learn about gearboxes and shaft junctions to combine torque.
I actually like RF though I just find it bori... umm, err... I mean lacking in nuance when it comes to transmission. As for generation mods like BigReactors are starting to bring much needed nuance to RF the generation scene but so far there's none for transmission of RF and no nuanced usage of that power.
You see the theme I'm trying to get here; Nuance. Maybe someone can make a mod with machines that will only run if given a certain rate of RF and wont work if you are below OR above. If you wanted to be cruel you could even have it explode but I don't think that's necessary you would then have to strategically place energy cells set to certain outputs to act as IC2 style transformers.
I'll reiterate, where RF falls flat on the fun metric is not generation and usage as it's equal with every mod in existence, make power with fuel>?>use power. It's transmission where it currently lacks, hook pipes up and you are golden no thinking needed.