See NTIMESc's post. You probably don't need as much energy as you needed before to do the same stuff, and anyway, only one reactor is supported per entity. Having two 10M reactors is 10M energy regen, not 20M. Not sure if that impacts the stabilizer distance, but it might.
It doesn't effect stabilizer distance (or number of blocks per chamber or anything else); it just gives you a whole new set of "chamber bonuses" to choose from.
Note that I'm looking at this from a very different perspective than most people. I have a hull with a certain shape and volume, and my goal is to fill that volume in whatever way is the most useful. This is what I'm struggling with - avoiding wasted space.
For some history...
a) When I first started I made my reactor as big as I could while still having stabilisers at the "100% efficiency" distance; and tried to fill my ship with useful system blocks and failed because everything took too much power, leaving the ship with a massive gaping cavity of pointless idiocy.
b) Then I decided I could avoid some wasted space by having 4 reactors and "ship modes"; and increased the size of the reactors so that stabilisers were at the "50% efficiency" distance; and tried to fill my ship with useful system blocks and failed because everything took too much power, leaving the ship with a massive gaping cavity of pointless idiocy.
c) Then I decided I could avoid some wasted space by keeping the 4 reactors/"ship modes" and increasing the size of the reactors so that stabilisers were at the "25% efficiency" distance; and tried to fill my ship with useful system blocks and failed because everything took too much power, leaving the ship with a massive gaping cavity of pointless idiocy.
d) Then I decided I could avoid some wasted space by having 2 reactors/"ship modes" and increasing the size of the reactors so that stabilisers were at the "15% efficiency" distance; and tried to fill my ship with useful system blocks and failed because everything took too much power, leaving the ship with a massive gaping cavity of pointless idiocy. This is the "10 million e/sec" ship I mentioned in the post you replied to.
e) Since then, I decided I could avoid some wasted space by keeping the 2 reactors/"ship modes" and doubling the size of the reactors (to 20 million e/sec). This put stabilisers at the "7.5% efficiency" distance. I haven't filled in the other systems yet (I tried adding a "beam:cannon:ion" weapon and found that it consumed no power at all and took a break), but I suspect that I'm still going to have a massive gaping cavity of pointless idiocy.
I used to fill my interior with lots of blocks for shields (but now the power consumption is too high for that); and lots of blocks for jump drive and scanner (but they're both gone now); and lots of blocks for power capacitors (also gone now); and lots of blocks for auxiliary power (also gone now) and lots of blocks for effects (also gone now). The only systems left is thrusters and weapons, and both of them are limited by available power too.
Of course I also have passages and medical rooms and an internal park (with trees, etc) and crew cabins and enough cargo space to hold several entire freaking planets. These hardly made a noticeable dent in the massive gaping cavity of pointless idiocy. It's like throwing random trash into a black hole hoping to fill the black hole - the black hole never seems to get any smaller regardless of what I try to throw in it.
It's not really a weapon nerf since weapons have had their damage increased per block, but even that's not exactly final since there's a weapon overhaul coming as well.
From my perspective, more damage per block just makes it harder to fill the massive gaping cavity of pointless idiocy, and does nothing to solve the "power consumption is too high" problem that prevents everything from being used to fill that massive gaping cavity.