According to my read-through of the source code, a wind generator produces height*windstrength/750 every tick. Windstrength initially starts with a value between 10 and 20, average of 15.
So, initially, a wind generator will make 2.56 EU/tick, with a bonus of up to 1.5.
There is another function called "update wind" that initially has a 1/10 chance of increasing wind by 1 and a 1/10 chance of decreasing wind by 1.
Here's the interesting part : if wind goes over 20 or under 10, the variable that allows it to increase or decrease becomes smaller, making a future increase or decrease less likely. In the long, long run those variables will go to zero and wind will no longer change. Hmm this could be a serious bug.
Anyways, median wind production is 2.56 EU/tick, day and night, with bonuses for rain and thunder. I tried to compute what those bonuses are, but Notch's code for randomizing weather is somewhat complex. Assuming it is raining or thundering 10% of the time, with equal probability for either (it seems to be from the code), that means that these weather bonuses make the median wind income roughly 2.65.
Solar, by comparison, only works when it is daytime, which is exactly 1/2 of the time. Assuming bad weather occupies 10% of the time, that means that solar produces a per panel income of 0.45 EU/tick.
I'd like to calculate more precisely how much bad weather works out to be, but as I said, Notch's code is headache inducing.
One more thing : there is a chance that wind can get over 20, and so during a thunderstorm only there is a 1 in 5000 chance, the dice rolled every 128 ticks that the blades will fly off and be dropped as 0-5 iron ingots and the wind generator is replaced with a generator.