1. So IC2 could make their own cables.
4. Of course it has a transferlimit API! It's called "simulate".
5. Sure it is! All RF mods care about is whether they get energy from itself, or to itself, or nothing. RF does not care what the cable is, it can even be an entity flying through the block (Geko's Lasers). Also, what connection request? BC caches everything.
6. The April version had a bug. In Complication, everything burns. Entity damage can be done very easily and "how much energy went through cables" is easy to do, as BuildCraft already calculates the average per tick for rendering.
1: Yeah but as player said the API does not provide enough for multiblocks so without EnergyNet you can not do that properly
2: My machine from SpmodAPI had the problem (until i made the converter accept micro amounts) that it could be charged only be hige amounts and it never got charged full because of that simulate function... So you need to have a micro handler to handle the stuff like that properly while i can do it with the IC2 API very easy. And their converter had just a double to int + converter config conversion. No microhandler.
3: You have to do a caching system that has to be updated in a constant tick or a blockUpdate which means every now and then it has to read the data... So laggier way of doing something... So adding a TileEntityParameter would make much more sense then a int / byte / Enum parameter alone.
4: True but think of that: Is it laggier to do a entity shock damage by a TileEntity or a by a grid manager?
I would call the GridManager is way faster since it checks for Entities only once for every packet while a Grid of TileEntities has to check per TileEntity if a Entity is nearby... That can be especially through Multi Chunks pretty laggy...
About Explosion. Well the thing is: Energy Stops with the Explosion right? Because when it explode it is not supposed to send energy...
So yeah...