Hey,
not sure if here or Steam will be better for this, but IMO here will be easier to not get lost.
First, amazing mod and thanks to it I remove almost any power generating mod from game as this is what I was looking for. However, I do think it might have some more improvements, so here is some unsorted list of suggestions, that You might find interesting.
Reactor(s) should have cool off period after shutdown, not thermal one but due to neutron poison, which last 36-50h in real life. Lets say it will be 3 days and starting reactor early would cause radiation leak, proportionally to time remaining.
Reactor also should have minimal operating power, that can be decreased with upgrades - running below this would cause instability in reactor and power drop (Neutron poison). Running below minimal power (for few, 4+h) and trying to recover should lead to instability and meltdown. This was one of issues that happened with Chernobyl, instead of shutting down reactor for 3 days when they run it too low, they tried to crank it up. This could be simplified when joined with previous option, by doing forced scram if reactor is below minimal for 4h. By default this could be 20% and decreased to eg 3% by some research / upgrades.
Solar-flare scram would need to address this and would only drop to minimal operation settings.
The auto-tuning of reactors should take above into account. Also as separate, can we have (by option/research ability to tune reactor not to be in range of +- 5kW, but also to be able to set target level of batteries. Now, this would be PitA when we have more than one power circuit so idea I do have in mind will actually mean to redesign how auto-tuner will be triggered.
The desired level of current (battery level depended, consumption range depended) should be defined on transformer - 2nd generation, as 1st one will be manual one as we have now (not calling it auto-transformer as this means bit different thing actually... dynamic transformer perhaps?). Then all connected transformers will report consumption over high-voltage grid (i do know it's not vanilla power grid, so depend how You implemented it might be tricky or not) and based on that total value, auto-tuning reacts, trying to keep slightly above 0W difference.
This will not only make more sense IMO but also make use of A/T for multiple power grids effectively.
There should be loss of heat to electricity - now what i can see, 100% heat energy from reactor is converted to electricity.
This could open possibility for turbine upgrades, that could rise efficiency from eg. 50% to 80%, in same process reducing amount of heat needed to be removed by cooling towers, radiators, etc. Also, that heat could be used in DubsBadHygiene mod to heat up water :-)
Oh, and turbines itself should emit heat to environment when operational.
Fuel storage. Ok, not an expert here but IIRC, spent fuel is keep in wet casket so it will continue nuclear reaction and decay, which cause to heat up water in it - so they should be connected to cooling system. Storing unspent (in any %) fuel will cause to heat up it very fast. https://en.wikipedia.org/wiki/Spent_nuclear_fuel#Spent_fuel_decay_heat
Now cant recall exactly, but unspent fuel is kept in led dry caskets.
In game IMO we should have two storage, passive (made from stone, titanium and so on) for unspent fuel, and water (current one) with cooling required. The latter can have unspent fuel also, but will generate amount of heat same as fuel in reactor set to 100%, but can be used to spent fuel rods for preparation for MOX.
This above would need to be re-checked.
Suit zone / Suit checkpoint. This would be QoL add-on - will define zone where suit is mandatory (and zone where suit needs to be removed).
Anyway, You can implement 0 of this - I just wanted to share my thoughts.
Thanks.