Terminology below: K2=Krastorio2, NR=Nuclear reactor, BR=Breeding reactor, RR=Realistic reactors mod.
I am now more-or-less done with my changes. I have beaten the K2 third time and got my second "Fusion is for men" achievement. I don't think that the fourth time is coming soon. Results:
1) I think, I was able to improve the player experience during several phases of the game (see below).
2) I have also built a particular power plant that I consider that can go as a challenge goal and fine-tuned my changes to make it possible to gain the "Fusion is for men" K2 achievement while having 1 breeder reactor BR per 1 fusion power plant.
The problems that I tried to fix:
1) I have noticed that in my playthroughs I don't use BRs for breeding and NRs for power but rather freely exchange one with another. The slight power difference is easily offset by building just a single extra reactor. I wanted to rebalance that.
2) I found the 100-200-50 efficiency charts to be way too artificial. I also didn't like the sudden jump in reactor power as it goes over 500 grad celsius.
The problem that I thought that it is in the game, but it happened to be not there is:
3) I found breeding of deuterium (K2 item) to be extremely difficult and wanted to relax that. That happened to be a bug in either K2 or in Nuclear Fuel (NF) mods though and only when "alternate fuel cycle" is selected in the settings. That bug is now reported.
==== Short overview:
I was specifically focusing on these 3 mods playing together: K2, RR and Nuclear Fuels.
The stages that I was able to identify are:
1) Very early game. Your single NR and a few heat pipes connected to it are cold. If you are new to RR, then you probably won't notice much, but if you build a huge heat pipe network from the beginning then you'll get penalized. Reactor gains power very slowly while it's cold. In exchange - you also don't need to hover at exactly 200% efficiency, if you want to squeeze every last bit of the juice out of the scarce U-235 you have. The window of optimal performance is smooth and much wider than in stock RR
2) Early game. You slowly grow your nuclear power plant but your energy demands outpace your energy production. You slowly raise the temperature of your NRs to mitigate that. U-235 is still scarce. Doesn't differ that much from stock RR except for smooth efficiency charts and that it slowly becomes easier to gain more power (the power charts are not quite linear)
3) Mid game: MOX fuel is researched. You already have 4 NRs approaching maximum performance. With MOX your power problems are resolved for some time. I don't think there is any significant difference from stock at this stage. Except, again, for the efficiency charts. With stock you pretty much max out the efficiency until the end of the game, with my changes you are now past the peak efficiency, but still quite good in that regard.
4) Mid-late game: BR is researched. Your power problems are solved again for some time as you can breed Plutonium and with that you get enough MOX to not think about it for some time. This is the time where the differences start be more pronounced. If you try to breed plutonium in your NPs then you quickly realize that you need much bigger power plant - you won't be able to get as much power from the breeding reactor. The BRs are even worse in that regard, but since you build them not for power - it doesn't matter.
5) Late game: K2 singularity labs are researched. Your power demands go through the roof, building more NRs become impractical. You have to go fusion. Your existing breeder section might or might not be enough - depending on your harness you might need either 1 or 2 BRs
6) Very late game: going for K2 "fusion is for man" achievement. It's possible to have only one BR per fusion power plant, but it would balancing on the knife edge. I lost count of how many meltdowns I had while I was designing the acceptable fusion plant harness. It's also fun to have BR as part of the harness because it needs it's own harness as well if you don't want problems. BRs are also significantly less tame than NRs in that mode - the power curve bends quite a lot up.
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Resume: I think that it might be worth to pack this together as a challenge mod. If you like my changes - we'll integrate them back into yours and discontinue the dedicated mod. Or it might stay as is. What do you think?