I found what deployed CAB energy grid ignores power poles and accumulators BUT actually work with Substation, so you don't need to worry about correct placement, just carry at least 1 substation in your trunk.
I don't think what placing entities is a good idea, just because we already have blueprints and personal roboports and a lot of people have their own, specific designs for specific tasks.
For example i personally play a hardcore modded factorio so i don't feel what, if this vechicle would place some entities (turrets or assembling machines) during deploy, will help me, because for defensive lines i need a specific pattern and spasing between turrets and walls, so i prefer to use blueprints and personal roboports anyway to create actual outpost.
Simply, in vanilla, you don't have way to provide energy for subbases/outposts (uranium ore mining site for example). I mean you can drag big electric pole line, but if you not protect each pole with some turrets, they will be demolished by biters very quickly. Another way is creating separate power plant at your outpost and deliver fuel for it by cargo trains. But you have to at least install some mods what makes rails invulerable for biters and still this is a lot of pain in the ass, especially if don't have uranium ore yet, so your one and only choice is steam engines which consumes fuel like hell. So i see a ray of hope in this mod. I think it's a great way to create mobile, very expensive, but not such cost efficient power plant.
I mean it shouldn't be more space efficient or cost efficient than nuclear reactors to avoid spam of this vechicles and complete replacement of other power sources. It should be very niche, very specific vechicle, what you can fit inside your base by very expensive fusion reactors and drive straight to some remote areas with tasty, precious ores and have enough energy to power both perimeter and actuall mining drills.
p.s. another suggestion/idea - what about "force field" dome around deployed CAB? Ofc it shouldn't be a power plant in this mode, maybe is a good way to restrict mixing roles is just a module for vechicle grid big enough to completely fill each available space (24x8 i guess) what will provide a shield around deployed CAB. Shield should block any entities and projectiles from outside but not from inside. It should have capability to absorb SOME ammount of damage and once it's break(out of power inside integral accumulator) it should have a long cool down to allow biter forces flow through. I also think what recharge rate, cool down lenght, absorbtion per 1 energy unit, area effect and other perameters should be configurable in game options to fit better for player's mod packs.
But it can be a separate mod and even separate entity, maybe a building, not vechicle.