Thanks for the report and the save file, the migration error should be fixed now.
The capacity of both the high capacity and high power accumulator should scale with day length, however after taking a look at DayPhaseAdjustor it's not possible to do this automatically with DayPhaseAdjustor because the settings are map settings, so Realistic Power cannot read the values on game boot because the settings don't exist at that time yet. So you will always have to manually set the multiplier when using DayPhaseAdjustor.
Not sure what you mean by "5000s"? Either way, Realistic Power overall nerfs the capacity while then also applying a multiplier. Basically, the capacity gets halfed and then multiplier by the day multiplier. So with a 5MJ base capacity and 10x vanilla day lengths (and setting the "Day length multiplier" setting accordingly to 10), the high capacity accumulators should have a capacity of roughly 25MJ (slightly less in version 2.0.0, but gonna make it so it'll be an even 25MJ going forward).
Also, thanks for pointing out the power halving was gone, that seems to have been an issue of "worked on the mod, then released new version unfinished" some time ago. There is now a mod setting (default disabled) for halving the power consumption to compensate for the increased difficulty of producing power somewhat, at the risk of some jank especially with mods.
And finally, lamps also get their consumption reduced by another factor of 2 because 5kW (or 2.5kW with the general halving) of power would for sure be a ridiculous amount of light, and concur that it's reasonable to assume LEDs. So with the setting to halve consumptions in general, it'll go down from 5kW to 1.25kW, and otherwise to 2.5kW
Let us know if you run into any other issues, or notice something off.