First: The plugin IS very easy to use. Been toying around with it. You drop 3 files into one of your servers jars, and run the server. It creates a config file in the usual config folder. Quick editing of it works like a charm. ( Though EMC values are not displayed as that's handled client side. Will check if I can just drop the same class files into an appropriate jar on client to see those EMCs later. Still working out the numbers I want for the items. )
Also, why would someone who can put in their own EMC values necessarily not be satisfied? Sure, some people won't be happy with their own work...but plenty would be. Myself included so far. More importantly though is that there is just a lot of Tekkit that has no EMC value at all. This is a fairly easy fix. Once I get my config a bit better I will post it here and we can probably work as a community to create a solid base config for Tekkit so people don't have to handle the hundreds of items themselves.
Anyways, I've been thinking about EE and the issues it causes. Namely, IMHO, it just converts TOO easily. I love it, and will always use it...but I do wish it wasn't a perfect system. If the Cost and Value of items were separate values it would make a world of difference. So, cobblestone could cost say 1 EMC to make, but has a value of 0. I would kinda hate for something to be of 0 value though, so I was also thinking of multiplying all EMC values by 10. So, Cobblestone could have a cost of 10 and value of 9 or something.
This would easily enable another level: For more complex crafting like we see in IC2/BC/etc. such as HV Solar Arrays, this system would allow there to easily be a cost of production without making an infinite supply of EMC.
A simple example would be the Crafting Table. It takes 4 wood blocks of 8 EMC to make, and so it currently has a cost/value of 32. However, there should be a certain cost for the effort it takes to craft it. So, it could have a cost of 34 but keep the value of its base materials of 32 preventing any exploits. This would remove the Energy Condenser from the be all end all mass production tool, and simply make it the tool if you have excess ( which would then remove some of that excess ) or speed at a cost.
Well, Energy Collectors would still need some tweaking as well obviously...but that's outside of this topic really. ( Ok, this post is pretty borderline as well...but thats the direction the topic took pretty quick. )