as far as power is concerned, 10 units is 500 gram.
the calculations are a bit strange too, I think 1 item is 1 kilogram, with a fuel value of half the real world value (due to the game halving all fuel values after I made this determination), which fits for coal.
then 10 units of a fluid is equivalent to 1 item.
Hydrogen on the other hand was not calculated using this method, it was calculated from the amount of hydrogen it costs to make other fuels (or how much you get from petroleum gas), and the recipes were tweaked at the same time to be similar to this value across the board.
so, basically, the value of hydrogen is as it currently is, because it's tied to the fuel value of fuel blocks, petroleum gas, and Hydrazine.
Hydrazine however had it's value tweaked up when the halving happened, as efficiency multipliers were removed from the generators at the same time, and I Wanted more of a reason to use that fuel specifically.
So... the way everything is tied together, you can't just tweak the value of Hydrogen and still have it make sense, especially since the hydrogen fuel value is already way lower than it's real world value. (When later making Deuterium, heavy hydrogen, I used the real world calculated value of Hydrogen for Deuterium)
Part of the solution was to change the electrolyser's running cost, multiplying it up to make hydrogen more costly to make, pushing the energy return value to below the cost.
There were plans to add a multiplier to make them even more expensive... hang on a minute. (Loads game and checks)
In Bobplates (MCI (Metals, Chemicals and Intermediates)) Turn on Expensive Electrolysis mode, it's turned off by default, that will fix your Hydrogen energy return issue.
I completely forgot about this setting until describing things just now.