Yeah, it doesn't help that I don't have too much knowledge about K2/SO, so I'm unsure why it even modifies the power of the vanilla solar panels to begin with
My personal preference is towards simplest possible change to make compatibility work (and incentivizing interplanetary logistics), which leans towards simply disabling the K2 panel when Arig is detected.
Not sure about the imersite powder recipe change (I'm guessing it's something from K2's advanced solar panel recipe?). At the very least, by the time the user gets to Arig solar, they should have cargo drops available, just in case imersite powder happens to be impossible to craft locally on Arig, so I guess I can add that as well. (and of course, no changes required when Arig is not enabled, since K2SO already handles that part)
The actual numbers themselves.. I haven't specifically taken into account, since Moshine has a setting for user-configurable power numbers; though I do realize there is a large gap between Moshine and Paracelsin. That being said, Paracelsin is more of a late/endgame planet, at the same level as Aquilo, while Moshine is somewhere in the mid-game, so the jump in power generally correlates with the amount of effort/resources required.
Adding another panel in between Moshine and Paracelsin might be a little bit out of scope (would require a lot more than a simple modification), even if it would help bridge the gap. Not sure about graphics or ingredients or tech tree placement on that one either