I tried both the default 0.03% and 100%, and yes I made sure that both connectors had 100%. One is a small grid connector, the other is large - it's how I've been setting up fighter and torpedo construction arrays. The odd part about is, when I kick the small connector(which is by itself, only a projector was on it) loose, it's still lit up green, which indicates that it thinks it's attached and has power. It's black if it has no power, white if it has no power but isn't in range to another connector, and yellow if it has power and is aligned with another connector. The large connector was white.
PRE-EDIT: Well, that was odd, it stopped doing it when I loaded the game again.
EDIT: Goddamn, the design of this game isn't making this easy. Four a quad-shot torpedo launcher, I had to make four separate blueprints, which means I have to edit four separate blueprints at a time if I need to change something for the torpedo design. This is because the launch mechanism activates a saved group of thrusters(with max override) via a Timer Block, but since all of them share a group name(geniusly called "Thruster Group"), triggering the Timer Block on one torpedo will fire the thrusters(but not other things like separate the torpedo from the launch bay) on ALL of them. This prevents firing one at a time. So, I made four blueprints, each with its own thruster group name("Thruster Group 1", etc)... and it wasn't until after that I realized that I A) should have renamed the thrusters by blueprint to identify them later(see below, though B makes it moot), and B) could have also had the launch timer block fire each individual thruster which is well within the means of a timer block. And since I am not sure if B removed the need for separate blueprints, I have to make make the same edit to four different blueprints instead of one.
I've also discovered an entirely new issue. If all members of a group are removed from the parent craft to which the group is saved(say, via high velocity undocking), even if that group was added to the parent by methods such as projector welding rather than control panel hijinkery, then that group will disappear from the parent craft, EVEN if more members with the group name are added back to the parent craft through similar methods such as projector welding. This makes the use of timer blocks for group actions pointless for repeat firing without manually re-creating the group via control panel hinjinkery, which would require both extra work for the operator, and making the same edit to four different blueprints to easily identify each torpedo's thrusters.
And if all that wasn't enough, when test firing, one of the projectors broke loose - this time an actual undock, both lights were yellow - probably from the recoil of a nominally recoilless system. Good news is, one of the torpedoes accidentally clipped one of the fighters by the hangar station; the explosion vaporized half the craft, including mostly heavy armor.
EDIT2: Aaannd now the connectors are coming loose again. They're staying green on both sides.