Well, a friend of mine is a time lord, so I outrank you by proxy, and I order you to ignore merijn and merge my Enhanced Culture mod instead!
Your friend is a Lord of Time? Yuck.
But why? Is there any problem with this beside the possibility of meltdown with unused nuclear plant?
The 2

from the dirty power from the Coal Plant.
The coal plant has some strange abilities however. You can build one without access to coal. If so, it doesn't provide power, but it does provide the 2

from dirty power.
Right. I actually plan to do some things with power in tandem with some upcoming building changes. In particular, there will be more building effects that rely on power (things I could imagine is +25% research with power from Laboratories, +25% culture with power from Broadcast Towers, +10% food with power from Supermarkets).
The idea is to have the unhealth from dirty power scale with the number of buildings that consume power (but one source of power can still serve all buildings). Right now the reliance on power in modern cities is rather underrepresented, and the dirty power unhealth is usually too low to matter. In turn I can remove the nonsensical unhealth that factories and coal plants generate just for having access to particular resources.
Nuclear Plants are also due for better design. The current idea is to remove the chance of meltdown, and make them a prereq for constructing ICBMs. An engineer/scientist slot also couldn't hurt. I think the higher building cost and uranium requirement is enough to justify the extra abilities. Problems with reactor safety and nuclear waste can be better reflected with additional events, espionage options or civic effects.
For example, an Aging Nuclear Reactor event might give you the option to repair the plant (high money cost), dismantle it (lower cost, the building is removed) or ignore the problem (chance of meltdown, event will continue).
The idea is to make the choice of plant type more interesting. Currently it's usually Hydro Plants where possible (except where Coal already exists because you can't remove them) and eating the health penalties for coal everywhere else.
A replace logic is easier both for the player and the AI to handle compared to allowing removing arbitrary buildings.