Electricity bugs are very difficult to reproduce. I suspect stuff is getting freed without releasing all references, but try and reproduce that...

I don't even know exactly when: when you pick up a block without unwiring source and/or destination? When a source gets destroyed? When a destination gets destroyed? When a source or destination collapses? Then there's the "chunk not loaded" bugs, such as when you are away from your base, and solar panels will not only not recharge your batteries, but they stop doing so completely, unless you cycle the power.
Which is to say, electricity has bugs, but you won't get them reported from us because they are elusive.
Most of the complains I see are about the "one input" rule. Want to combine the output of multiple generators for more power? Not possible, because you can't add generators in parallel as a source. Want to "close" an electric fence circuit? Not possible, because you can't get fences from two sides to "end" in a single pole. Want to turn
off something when triggered? Not possible, because you can't have an electric-activated switch. I get it, though -- trees are easier than graphs.

But you listen to someone set up electricity for the first time, and you are bound to hear something like this.
I do love the love you gave in alpha 18, but I wish you added a control to the powered doors to allow people to decide whether "on" means "open" or "closed".
That would be much easier.