Well, I've gotten the Epiphany so far. Once I got it the first thing I made was the sanity checker. Perm was probably less than 20%, sticky was just a sliver, and rest was all temporary. Not sure what the thresholds are (I got the bath salts and soap researches before making the whisperweed, so that has a pretty low threshold).
I'm guessing if temporary warp doesn't work, you can still eat some brains to add some sticky, and the extra temporary warp will help by making events more common.
I plan on doing most if not all of the research anyways so I'm eventually going to end up with enough warp for Revelation. I've already read the Crimson Rites book.
On a somewhat related note, I checked how many "points" of warp are needed to fill the sanity checker, and it takes about 100 points (I opened my test world, added 50 warp twice, gave myself a sanity checker and the bar was full - took 50 away and it was half full).
Also, in my creative world, I played around with energizing nodes. If you try to energize a hungry node it will usually keep eating your stabilizer, but if you keep replacing it with an autonomous activator or something, the energization will probably succeed (I only tested once and it succeeded, but I can't guarantee that it won't fail). You'll have a few interruptions and may even see aspects disappear from the node from being at zero, but once it completes it will have all the CVS as if it completed uninterrupted. The node doesn't seem to try to eat the transducer, as even having waited for a decent length of time the transducer was never touched. Finally, the RFTools block protector does not protect from hungry nodes.
If you start energizing a node and remove the stabilizer, the node will eventually explode and spawn a whole bunch of flux (it's possible that the transducer finishes and makes it an energized node, which sees that there is no stabilizer and thus explodes immediately). It's a pain to clean up. If a node is energized, and you break either the stabilizer, the transducer, or the node itself, it will also explode (immediately this time). And you thought IC2 was bad.
Well, I guess that, at least, in Thaumcraft you have to do something that is pretty obviously stupid to get a disaster (like break a block that is stabilizing an energized node, or throw too much crap into your crucible). And if it's not obvious, the Thaumonomicon will warn you (make sure your Infusion Altar has stabilizers and that everything is symmetrical). In IC2 you can accidentally connect a basic machine to your high voltage line or make a small mistake in your reactor design and boom (although I think machines going boom is currently disabled).
Removing the redstone signal from the transducer doesn't seem to have any effect (when using a redstone block above the transducer, it remains active even when the redstone block is broken in Creative - not sure about other redstone sources). I don't know whether it will turn back into a normal node after a lengthy delay, though.