Usual method is to disable half the mods and test (though that might be difficult, when dealing with prerequisites in a massive modpack).
Second option is to add a little something like:
error(serpent.block(data.raw.armor["power-armor"].equipment_grid))
to the end of an existing mod's data, data-updates, or data-final-fixes (preferably this one, since it loads after all other mods); this will cause an error on startup and output the name being used for the power armor's equipment grid. At every point in the data cycle, it should read "medium-equipment-grid"
If it still does, even at the end of data-final-fixes from my mod, then another mod must be the problem, something that loads after mine does. If it changes at some other point in the data cycle, then we should be able to use the name of the equipment grid to find whichever mod changed it (hopefully)