Alright, I was able to reproduce it with just PowerSats and Creative Mod. It looks like creative mode isn't firing right events for entity creation / destruction. If you build a combinator normally, it gets added to the data, and if you then remove it with creative mode on, it doesn't get cleared from the data and leaves an invalid entity.
I'll have to look into how to handle creative mode, if it's going to be possible (and feasible) at all. For now, I've added some guards in my events to clear invalid entities from the data. That should fix your error.
Just be aware that any combinator and ground station you add with creative mode will probably not work. If you're looking for a way of testing it without assembling the machines yourself, the best way for now will probably be spawning them using an infinity chest and then placing them manually / with robots. If I figure a good way of handling creative mode entities, I'll post here to let you know about the new update. Thanks for reporting the issue!