Maybe instead of being incompatible with battery-powered and biochemistry, you could just use/modify their entities/items?
Biochemistry also has interesting recipes for Aquilo/Vulcanus(maybe space? no idea if the nutrient solution is positive with productivity for nutrients from space greenhouses), and battery powered adds different types of batteries.
So you could just load after these mods, and:
- remove the biochemistry toxophage item/recipes if it is installed
- don't add new batteries/chargers/dischargers if battery-powered is installed (and maybe add an option to apply your balancing changes to them, if the energy density would otherwise be insufficient for the energy-related changes)
And a bit off topic, but I would really like an option to disable the energy changes (which would eg. significantly affect the balance on Corundum and Cerys - the former using lightning collectors, and the latter having little power available but using many EM plants. And besides compatibility with other planets, this would also allow adding the mod to existing bases that use ice/burners, if you are mostly interested in electrophages (as a more interesting alternative to toxophages) and fulgurite farming)