Hm. I looked into it, and it appears that the More Quality Scaling mod relies on a common workaround that automatically creates separate entities with ID-prefixes for each quality tier and then assigns new, scaled properties to each of them. A higher tier entity, when placed down, is immediately replaced with the appropriate mod entity through a script (this has to be done in reverse when mining it). Before that, the mod searches for particular entities (like those that use the reactor prototype, which the thermal panels do) and uses those as a base. So the mod affects the thermal panels (entities clearly outside of its intended scope) by accident and also breaks them. This is because the modded higher tier variants can't be recognized by their ID's and therefore won't have the heat-generating script applied to them. What's more, mining the higher tier panels returns them with only a fraction of their health (just 40% in the case of the legendary tier).
I'll see if there is anything I can reasonably do on my end, but you may want to write to the author of the other mod as well.