The problem we're pointing out is that TE is the testbed for RF. If TE doesn't introduce at least a bit of tiered power production, it is unlikely that some third party modder will step in to remedy the situation. Not everyone is imaginative enough to think of how to expand the flexibility in RF from the basics in TE, and not all of THOSE people are both willing and able to create a mod to take advantage of it. Nor is there a guarantee that said mod will make into the modpacks. And in the absence of tiered power, people will simply continue to spam hundreds of dynamos until they get bored and move on to a different power system.
As far as capping conduits at 10,000 RF/t, I think a problem is that you don't quite concieve of what that means in terms of scale. I mentioned the conversion to MJ/t for a reason. Back when I was playing in Ultimate, I routinely made 1000MJ/t in order to power a matter fabricator. That's not an inappropriate scale. Even in Unleashed, I was pouring out far more than that to power my base, given that I had multiple bee machines for running in parallel, an ME system that sucked up several hundred MJ/t (4 quantum bridges and enough export buses to run 40 apiaries will do that) as well as 3 MFR laser drills. My preferred base design involves having machines grouped together by function. So all power will be a centralized power plant, all my farms are in a farm area, etc. If the entire base consumes more than 10,000 RF/t (very, very easy to do) then the trunk line from the power plant becomes a bottleneck.
As an alternate measure of scale let's use quarries. A simple BC quarry running at full speed takes ~800RF. how much is a full MFFS system that places a forcefield around 25 chunks worth? I don't think it's unreasonable for that much protection to eat the same amount of power as 10 quarries. Nor is it unreasonable to want to run both the MFFS system and the quarries from the same power plant.
As I said, the current numbers make sense for a BC centered system that is very low power. Low power production, low power consumption. But in the greater body of modded minecraft, especially if RF is intended to be a good efficient power system for multiple mods to produce and consume, sticking to the BC paradigm is a mistake. A lot of mods are intended to deal with much, much bigger numbers than BC ever dreamt of.