My suggestions for two more modules:

Heat Recapture Module:

Designed for early-game use, this device decreases the energy needed to run a machine and is low-cost, but has a strong element of diminishing returns.

Crafting: Uses 4 tin cable, 1 RE battery, 1 copper cable in the pattern

Where = Tin cable, = (Insulated) copper cable, and = RE battery.

Effects: The heat recapture module reduces energy consumption based on the *square root* of the number of modules in the machine (I believe the overclocker has a similar effect), such that 1 Heat Recapture = 1 EU/t reduction, 2-4 Heat Recapture = 2 EU/t reduction, 5-9 Heat Recapture = 3 EU/t, and so forth. (IE, take the square root of the number of modules, and round up to the nearest whole number).

I originally named it the heat recapture module because I imagine it generating energy from waste heat produced during machine operation, but reducing energy consumption is probably much simpler to implement.

Efficiency Upgrade Module:

Designed for very late-game (think nuclear reactor, or later), this module greatly increases energy consumption of a processor but has a very low chance of increasing its output.**It is unstackable.**

Crafting: Uses 4 advanced circuits, 1 Recycler, 2 Advanced Alloy, and 2 Reinforced Glass in the pattern

Where = Reinforced Glass, = Advanced Alloy and = Recycler (Although replacing the glass with iridium wouldn't be that bad of an idea. . .)

Effects: Every time a processor (Compressor, Macerator, ect.) processes an item, it has a 1 in 32 chance of producing an extra item for every Efficiency Upgrade. For example, 32 Iron Ore + 1 Efficiency module can be macerated into 65 Iron dust on average. However, the effiency upgrade is very energy intensive; each one will add between 5 and 20 EU/t to the machine's energy consumption.