While HG2 doesn't explicitly mention managing EPs, the black globe, gee/agility limited to PP/M drive number, and emergency agility examples are all there. Seeing as most damage to power plants involves reducing the plant's rating rather then destroying the plant outright and seeing as we've energy requirements listed for weapons, shields, and computers, we should be juggling EPs as damage accrues.
Yea, it's a damage control problem, not a overall tactics issue because of cheap, abundant power. Power is simply not as constrained of a resource as it is in SFB. On large ships, the single largest consumer is the spinal, so taking that out of the fight empowers the bulk of the rest of the ship.
Even then, the power decisions are not interesting. Do you want to fire 3 50t Meson bays, or 100 factor 9 BLasers? That's almost no decision at all.
Finally, the M-Drive doesn't seem to have much of a EP requirement at all (nor the J-Drive, for that matter).