For what its worth, I had really good results by getting into solar and wind in the early game. They're kind of pitiful and useless later on, but I found it useful to charge up industrial coils with these green sources.I guess that's one of the biggest issues I am having. Figuring out which engine for which machine. Even though they run on minimum power, it is far from ideal to run them at that speed.
I skipped gas engines and went straight to performance, but it appears a recent version change has made it so you go through the accelerant waaaaaay faster than before, rendering them useless unless you are mass-producing blaze powder, gunpowder or redstone (via magical crops or what have you). By using your green power as much as possible you'd be able to save your ethanol for gas engines when you need the extra early game kick.
I always get a kick out of the realism argument when we travel through portals to other dimensions, fight monsters, carry enough weight to sink a cargo ship, and fly. At least alot of the tech mods are based on real principles. No point in arguing over it. Don't like a mod, don't use it. I don't like magic mods and remove them from ever pack I play. No need to come to the forums to try and convince others why.
I think the issue is consistency. Its like a fiction book: a story introduces rules, and you expect the story to abide by them, even if those rules involve elves and pixies and left handed people. I don't mind the game mixing magic and tech, but don't give me a smurf and tell me its a horse or I'm liable to get annoyed.
Some mods introduce concepts that seem to indicate a ruleset, but then blithely hop outside it. They give us fuel-power (coal, lava) and green-power (wind, solar), and then throw in something which purports to function legitimately (electrolysis) but doesn't. The dressing makes all the difference. Go away, smurf, you're ruining my book.