RE-Battery recipe works now, good work! Idunno if you want the single use battery in there though, its ridiculously cheap compared to the RE battery.
Couple other little things, Rei's minimap is blinking again in build #87, you may already be aware. Something else I have noticed, your custom keybindings for toggling modules do not work until you have opened and closed the keybindings menu at least once.
One thing a little more bothersome is that when changing the armor level on the pieces of gear with the various modules, the level of the armor does not change visually on the screen. I saw in direwolf's video that it was changing dynamically, but that does not seem to be the case anymore, at least not for me. Testing reveals that the actual armor level is functioning correctly, it is just not displaying properly on the armor HUD. Each piece of armor appears oddly to give around 1.5 armor icons for each piece equipped regardless of any armor modules or settings.
On a balance note for IC2 recipes specifically I agree with whoever mentioned that the recipes are extremely Iron-heavy. It would be neat if you could balance the resource load, perhaps using more tin or copper. Throwing some more RE-batteries around, possibly replacing some of the machine blocks would be convenient, although I am sure this is not a priority at the moment heheh.
Just some things I noticed, not trying to criticize. You are doing a great job with the mod!
in seriousness though I don't know what I would use tin for, since it's practically only used in RE-batteries in IC2. and those are a pain to use in recipes in my experience as a player. I'd rather not make people create recipes that take dozens of unstackable items with weird metadata behaviour. And I already require a as many circuits as I could reasonably cram in there, which means lots of copper.
this sort of request is why I added a 'don't ask for recipe changes' rule to the OP. it was recent so maybe you didn't see it.