Turning off energy (powering down) was just micro.
You should not be able to build everything from one planet, nor two.
Forts have been repeatedly shown to be great values for K with a above average cost in M + C but a horrendous cost in Energy.
After you have 3 or 4 planets, about the only thing that can threaten your energy supplies is multiple fortresses.
If you choose to not unlock additional star ships nor forts, energy is never a problem beyond three worlds. After 5 worlds about the only thing threatening your energy is forts.
Its ok to not have everything, otherwise whats the point of energy at all?
The problem is that energy was rebalanced based on production cost, but then consumption was increased.
Want to see real problems with energy? Try playing a Starship heavy game. 10,000 Energy EACH. Using just the freebies, that's 19 starships, for 190,000 energy. That's more than you have from your homeworld, including the Energy Collector and up to 40 Cryogenic Pods. And that's without building a single fleetship, turret, scout, or anything else. Neinzul Enclaves start at 15K, and actually go UP in energy costs.
"I shouldn't be able to build everything?" Using nothing more than the starting 10,000 knowledge to enhance my starships, I can get to the point I require 390,000 energy without including Nienzul, cloakers, or scouts. That's more than 2 planets of energy, for what should be my starting fleet.
10,000 energy is a lot. Know what uses more energy than a starship? Golems, H/Ks, the Mothership - and Fortresses. That's about twice as much as a Mk V Guardian. That's 4 times as much as a Mk V Guardpost. It's 50 times the average fleetship's energy cost, and 5 times the highest 'fleetship' cost.
10,000 Energy? That's 25% higher than the point where the Impulse Reaction Emitter hits the MAX CAP of the damage multiplier.
90,000 Energy? That's the highest energy consumption of anything. That's about 5 times what the MOTHERSHIP uses. It's completely off the scale of the rest of the game.
Basically, the energy changes made brownouts a more likely, and more dangerous. So people developed workarounds (CHEESE!) already, but that's just more micro - exactly what this was supposed to avoid. At the same time that the energy changes were forcing expansion, while increasing AIP effect and decreasing reducers, they made losing a system more painful, which forced people to consolidate to fewer ingress points - at the same time that changes were being made to attempt to force people to spread out and allow more ingress points.
Like Armor, Energy needs a real in-depth review. The one it got managed to make energy more relevent to the game, sure, but brought major issues of its own.
Sorry for the minor rant. I just feel that the system is broken, and saying 'you shouldn't expect to have everything' is both obvious, meaningless, and ignoring the problems that DO exist.