Wrt K2: Yes, as far as I know.
Have current game with K2 and haven't seen any issues myself.
I think someone reported here an issue with Tesla Coils in K2, but I've yet to build these in my game, and didn't check via /cheat, so not sure if it might just be something else in their game instead.
Don't know what SE is (and lazy to google), but I assume some other big mod, and don't think there should be any issues there either.
In general (and in my experience), factorio mods are very well-insulated from others (unless you deliberately break that), and only conflict in their obvious effects on the game - e.g. a mod that removes all enemies and mod that adds enemies will be "in conflict" in that you might not get exact effect of one of them.
Another common conflict might be mods that add technologies and mods that remove them - this one adds UV Lamps to Optics tech (iirc), and Wisp Detectors with its own tree node, but these are completely optional (purple wisp damage should be default-disabled in current version), and pretty sure usually big mods (incl. K2) don't remove vanilla research tree nodes.
(exception is Industrial Revolution mod, which had entirely different tech tree and techs in general, divided into "ages", but dunno of any other mod that does the same)
Also check mod options, as they allow to change this mod's behavior quite a bit, to tailor what it does to e.g. how other big mods in your game work.
So, to summarize - compatible and kinda-tested with K2, dunno what SE is, and probably safe to assume that it's compatible with everything by default, unless there's a bug (usually easy to fix, just report it).