Factorio is fun. I'm just left wanting to have to consider things that you don't. There is no electricity cost over distance. You can power a mine 2 km away and there is no loss. In minecraft you'd have to step up to IV or higher to even be able to accomplish it.
That part, as I said, is abstracted out in Factorio. You can think of long-distance towers as including step-up transformers, and power substations as including step-down transformers. It's true there's no energy cost over distance, and energy loss over distance is a thing in the real world, but Gregtech exaggerates it to a ridiculous degree, so I'm fine with Factorio not bothering to model it.
"Powering a mine over 2km away" is actually pretty small change compared to the distances we actually transmit power in real life, and we don't have to make use of exotic materials to do it. In the real world, it's actually easy to ramp up voltages to 10k volts or more - flyback transformers in CRT-era TV sets routinely went up to 50kv. At the simplest level, going to high voltage is just a matter of wrapping more wire around one side of the transformer core, and a 1000:1 ratio is no more challenging technically than a 10:1 ratio. Actual long-distance power lines like the ones depicted in Factorio run 500kv+, and have a loss rate of 0.02% over 2km.
In game terms, both games use a system where you're encourage to build long-distance power lines and convert to short-range power distribution. Gregtech's extreme power losses are there to make this worthwhile over Gregtech's relatively short distances. They're not really that important in themselves. The different tiers of power line towers in Factorio accomplish much the same thing.
It'd actually be really bad if Factorio had heavy power losses, because power plants in Factorio are relatively bulky. A sources of power require a lot of real estate to enough energy to run your base - this would become a nightmare if power losses were high enough that you needed local power generation.