The day length is set to 12h days with mods, so that would also explain why it didn't change even after waiting for a while. Thanks for the info and incoming fix.
As for the performance of the mod and performance numbers - it worked pretty well for a long time, only at this current scale with 465 solar towers and 256k mirrors did ups finally dip below 60 (around 50). For reference, playing with Exotic Industries and pretty far into the lategame and concentrated solar is the main power source with now close to 30GW peak. Debug info says 3.7 million entities total with 840k active and 122k chunks. So it's a sizeable base but nothing too big, with a lot of explored map.
Of 19ms total update time, around 8ms was spent on beams, hence expecting that it's the mirrors which are the big performance bottleneck right now. Fluid updates are still below 1ms so that seems to be negligible in comparison.
Can't give a comparison to without beams yet since they're still around even after changing the day cycle length down to vanilla and waiting a few ingame days.
Hardware is 13600K @ 5.2GHz P-Cores, 2800MHz DDR4, ASRock Z790 Pro RS/D4