I got this mod to replace Helmod, and so far it's been much more intuitive and less laggy, so thank you very much for your work!
One thing I haven't been able to find - and to be fair I can't find it in Helmod either - is any way to calculate the necessary input of a given fuel to provide a certain amount of power, whether player-defined or calculated by the overall factory plan.
I think it could be done fairly simply - any fuel item has a fuel value attached to it, and every properly-built power generator will convert 100% of that value into electricity. Badly-arranged power setups are probably beyond scope - calculating the power loss you'd see from, say, a MK4 Bob's boiler attached to a steam engine, for example, probably wouldn't be necessary.
The reason this is important to me, and why I don't just do the math by hand, is that in some mods/modpacks, producing fuel consumes a lot of power on its own, and the process loops back in on itself. In my Seablock save, for example, I have to produce Carbon for fuel - 3MJ per item. Producing 7.5 carbon per second - one first-tier belt - gives me 22.5MW, but according to your mod requires an input of 7.35MW (and is actually producing 8.8 carbon per second, but 1.3 is consumed in the same subfactory). I've also had to forcibly adjust certain parts of this subfactory not to massively overproduce - which I am very grateful for the ability to do, since I couldn't find an option for that in Helmod.
Anyway, to summarize, it'd be cool to have a panel for how many of a given fuel item I'd need per s/m/h to keep my factory powered. Bonus points for mixed power sources (solar, for example, or the windmills from KS power if you wanna deal with variable-output sources).