Yay! This version works for me. Now I have virtually all of my favorite mods for 1.6.4! I've been waiting for this mod to update so that I could put a private pack together that I can enjoy when I take a 2 week vacation from work at the end of the year (gotta love state government jobs. So many leave days!).
Just one thing, though... nice recipe buff! Granted, I was expecting to still see uranium ore being used intensively in the recipes. My Forestry Bee business has now gone out of business.
:p Sure, it's a lot of EU for the iridium, but so was getting the UU-Matter.
Maybe some multi-block Extreme Ultimate Hybrid Solar setup (2048 EU/t, seeing that MFSUs support that now) that requires a(n un-)healthy dose of uranium?
As for the recipe, I remember it getting a bit harder for the mid-tier solars in 1.5, and I actually liked that change. It made it more rewarding to try and get the Advanced Solar while scrapping every available EU for UU-Matter production (storing up EU in a bat-box, and sending it through a transformer going in reverse to give the Mass Fabricator more EU). Then, it was on to building Ultimate Hybrids, and watching the UU-Matter production slowly increase, while shaking my fist at the fact that I needed to quarry a 64x64 chunk just to find a stack of uranium (that's why I got into bees). Well, worth it in the end.
EDIT: Just having some fun testing in Creative with my favorite mods (Ultimate Solars and Applied Energistics).
(there's a level emitter hidden in the background)

I was also just thinking, the Molecular Transformer could also use some sort of catalyst to turn the iron into iridium... (like cans liquid UU-Matter or some recipe involving UU-Matter). The Quantum Generator should have an editable field to change the EU amounts, too, rather than just clicking +100 a million times for testing.