Well every issue i find at Exp i check with Classic and fix them in there too if we have a similarity.
Like for example: Nuclear Reactor does a lot of BlockChecks per tick. (In worst cases over 1200 TileEntity Checks per 20 Ticks)
So yeah when i post a bug or something i did check it and validated it.
For example:
Make a reactor (full size) with a setup that produces a good amount of power. Like 60-100 EU
Connect on one chamber a cable that is bound to a Full MFSU that has a constant 3 EU drain (Electric Furnace connected with it (transformerupgrades in it).
Connect a Second MFSU (Empty) with a wire to another chamber that is not connected to the First Chamber in any way.
Then start the Furnace cook something. And start the reactor & look at the Empty MFSU. If the Enet works how it is supposed to work then you would receive 57 EU (with a 60 Setup).
Problem is: You will get ranomdly into the empty MFSU Energy and if the almost full MFSU gets charged the Empty MFSU does not get charged at all. Energy would be voided...
I posted this issue out a long time ago... It has not been fixed. Actually it got ignored...
And here is the thing: The Enet is supposed to send energy to all receivers equally. If energy from 1 Receiver is left over it will distribute it to all the others.
Another bug is: Every Machine is markt as Energy Emitter, And that means Every machine you place down will get processed in the Emit Energy List which increases the lag always a tiny bit... (And what do you think is going to happen on servers)