If you build a controller for a single nuclear reactor, a bang-bang controller is indeed pretty simple once you know how to build an SR latch.
Scaling that to multiple reactors becomes complex because you can no longer control reactors independently and still get adjacency bonuses from them operating together. Further, there are complexities from emergent behavior that you have to control for. Steam turbines, like steam engines, auto scale steam consumption to power demand. The problem is they don’t do it uniformly. If you have 2 turbines attached to 2 tanks and you only need 1, the game might consume all of 1 tank first, leaving you with the 50% burst capacity. It becomes a big problem with day/night cycles and solar/accumulators in the grid.
I never tried to balance this, but I suppose it’s possible by building a circuit to link together all tanks and shut off their flow when one‘s storage deviates too much from the average. This sounds really complex to me and not worth it.
I’ve explained to the best of my understanding of the game engine’s behavior, but I know that fluid mechanics is also inaccurate and complex to design for. There’s a known issue with flow behaving asymmetrically. One reason is because the game updates state in a certain order, so water and steam flow with a bias for certain directions (n, s, e, w).
Also, thanks for teaching me a term from control theory (1)
(1) https://en.m.wikipedia.org/wiki/Bang–bang_control